Taint Alignment
(Enchantment/Charm)

Range:  Special
Components:  V, S, M
Duration:  1 day per level or special
Casting Time:  1 turn
Area of Effect:  One humanoid creature
Saving Throw:  Special

Taint alignment has similar effects to a character as performing a deed opposite to his alignment, except that this one shows. Casting it requires knowing the true name of the target, which knowledge can be obtained by other magic. Casting the spell causes the target to make a saving throw versus spell with a penalty of 2 on the die roll. If he makes the saving throw, the spell rebounds on the wizard, who will also have to save, but with a bonus of 2 on die. The spell will rebound between the two regardless of distance until one fails a saving throw, or both have made three saving throws, in which case the spell fails. An affected true neutral character would get a random alignment of the one of the corner four alignments.
Effects vary depending on the alignment of the victim. If the affected humanoid is a paladin, the effects thus far taken for granted are reversed: laying on hands would cause damage, detect evil turns into detect good, remove fear into cause fear. However, the paladin will have no idea what is happening until he tries to ride his mount or draw his holy avenger, +5. For an anti-paladin, the effects are similar, but reversed with respect to evil and good, again having the opposite of the usual effects. A priest would instantly lose the ability to acquire spells, but not his spellcasting or scroll-reading ability.
For any character, there are a number of standard effects:
	Know alignment shows the reversed alignment.
	Detect good or evil work as for the new alignment.
	Bad dreams.
	Problems with other people. For a lawful good victim, the good emit fear, the evil get liked, law is approached with caution, chaos is felt as a sign of responsibility.
	Temples of one's own religion feel bad.
	There is a temptation to truly switch alignment fully, which would have certain effects described in the Dungeon Master's Guide, such as losing a level of experience. A change in alignment can be felt by people in contact with the affected, more or less in the I-feel-something's-wrong way.
The curse cannot be magically removed with anything less than a limited wish, until the time is full. Of course, the target wouldn't know that the effect isn't permanent.
If any sign of faltering from the original alignment is given, then the effect does become permanent. Slight faltering causes prolonged duration, as the energy of the spell isn't as seriously tried to counter as it might have been. The material component of this spell is a bit of India-rubber.

