Cheiromancer
Adventurer
Reverse engineered from the Helm of Opposite Alignment:
The helm is a single use, use-activated item, cast at caster level 12. The base price of such a thing is given by spell level x caster level x 50 gp. Spell level 6 would work out to 3600 gp, which is in the right ball park. (Maybe add 10% for the fact that it is not discharged by a successful save? That would be 3960- how much does a masterwork helmet cost?) It'll be a transmutation spell, despite the fact that it affects the character's mental capacity. But baleful polymorph has a chance to affect a character's mind, too, so that's ok.
The save DC seems low. A caster needs to have a spellcasting stat of 16 to cast a 6th level spell, which is a bonus of +3. So the save DC should be 10 + 6 (spell level) + 3 (ability mod) = 19. Instead it is 4 lower. Well- the victim's alignment is changed by 4 steps- maybe each step reduces the DC by 1? Reducing the DC by 4 is the same as providing a +4 bonus to saves, of course.
Any spellcaster can make this item, provided they are 12th level. So make it a cleric, druid and sorcerer/wizard spell. Maybe bard 4 or 5... hmm. Not sure about that. Range... it shouldn't be too easy to change the target's alignment. So make it touch. Duration: it can't be dispelled, so instantaneous.
Should the effect be to reverse the alignment, or change it to the alignment desired by the caster, or maybe make the target adopt the caster's alignment? To keep it faithful to the item, I'm making it reverse the alignment. A more flexible version would need to change the bonus to the save depending on how different the target alignment is- +1 for each step of difference.
I think that's it. So here it is!
Reverse Alignment
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see below)
Spell Resistance: Yes
On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. This spell works only once on a given target; that is, a character whose alignment has been changed cannot have it changed a second time with this spell.
Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed to restore class abilities to that character.
Because such a radical change is profoundly unnatural, targets receive a +4 to their will saves to resist reverse alignment.
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edit: cleaned up formatting
Helm of Opposite Alignment: This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.
Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator must be 12th level; Price 4,000 gp;Weight 3 lb.
The helm is a single use, use-activated item, cast at caster level 12. The base price of such a thing is given by spell level x caster level x 50 gp. Spell level 6 would work out to 3600 gp, which is in the right ball park. (Maybe add 10% for the fact that it is not discharged by a successful save? That would be 3960- how much does a masterwork helmet cost?) It'll be a transmutation spell, despite the fact that it affects the character's mental capacity. But baleful polymorph has a chance to affect a character's mind, too, so that's ok.
The save DC seems low. A caster needs to have a spellcasting stat of 16 to cast a 6th level spell, which is a bonus of +3. So the save DC should be 10 + 6 (spell level) + 3 (ability mod) = 19. Instead it is 4 lower. Well- the victim's alignment is changed by 4 steps- maybe each step reduces the DC by 1? Reducing the DC by 4 is the same as providing a +4 bonus to saves, of course.
Any spellcaster can make this item, provided they are 12th level. So make it a cleric, druid and sorcerer/wizard spell. Maybe bard 4 or 5... hmm. Not sure about that. Range... it shouldn't be too easy to change the target's alignment. So make it touch. Duration: it can't be dispelled, so instantaneous.
Should the effect be to reverse the alignment, or change it to the alignment desired by the caster, or maybe make the target adopt the caster's alignment? To keep it faithful to the item, I'm making it reverse the alignment. A more flexible version would need to change the bonus to the save depending on how different the target alignment is- +1 for each step of difference.
I think that's it. So here it is!
Reverse Alignment
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see below)
Spell Resistance: Yes
On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. This spell works only once on a given target; that is, a character whose alignment has been changed cannot have it changed a second time with this spell.
Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed to restore class abilities to that character.
Because such a radical change is profoundly unnatural, targets receive a +4 to their will saves to resist reverse alignment.
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edit: cleaned up formatting
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