Compel - Shukenja (Priest Spell)

By means of this spell, the shukenja attempts to correct the behavior of another by causing an alignment change. The shukenja points to the crea­ture to compel it to change its behavior. The crea­ture is allowed a saving throw vs. death. A creature with fewer Hit Dice or levels than the shukenja has a -4 penalty applied to this roll. Those of equal through 150% more Hit Dice or levels have a normal saving throw. Those with greater than 150% have a +4 bonus.
A successful saving throw means the spell has no effect. Failure means creature's alignment immedi­ately becomes whatever the shukenja states. Accompanying this change of alignment is a change in the creature's behavior to match its new world-view. Thus, a lawful evil NPC changed to lawful good alignment immediately gives up his evil ways, disas­sociates from his less-than-savory companions, and tries to atone for his past misdeeds.
If the change is outside the alignments allowed by the subject's current class, the individual does not lose any class-based abilities and can still ad­vance in level. This is a special case, since the deity has seen fit to make the alteration through its shukenja servant. It is quite likely, however, that the individual will use such abilities in a manner quite different from the norm. A ninja changed to good alignment would use her ninja powers against those seeking to cause evil or harm, often doing so without pay or reward.
The material components for this spell are the shukenja's holy symbol and a set of coarse white robes to be given to the subject once the spell has taken effect.
Notes: Common for priests from oriental set­tings; otherwise, very rare.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells