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Compel
(Abjuration)


L^: sh7
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R#: 6"
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D^: P
C^: v.s.m
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CT: 1r
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S^: Neg.
A^: One creature
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Effect: By means of this spell, the shukenja attempts to correct the behavior of another by causing a change in his alignment.

The shukenja points to the recipient of the spell and compels him to change his behavior. The
victim is allowed a saving throw versus death. Those with fewer hit dice or levels than the shukenja have 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 applied to the saving throw.

If the save is successful, the spell has no effect. If the save is failed, the alignment of the victim
immediately becomes whatever the shukenja states. Accompanying this change of alignment is a change in the
victim's behavior to match his new world-view. Thus a lawful evil NPC changed to lawful good alignment
would immediately give up his evil ways, disassociate from his less-than-savory companions, and try to atone
for his past misdeeds.

If the change is outside the alignments allowed by the character's current class, the character does not
lose any of his abilities and can still advance in level in his chosen class. 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 character will
use his abilities in a manner quite different from that normally intended. A ninja changed to good alignment
would use his ninja powers against those seeking to cause evil or harm, often doing so without pay or reward.

MC: The shukenja's holy symbol and a set of coarse white robes to be given to the victim once the spell has taken effect.
 
 






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