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Considering the Helm of Opposite Alignment

Kestrel

Explorer
So I was running last night and the party picked up this cursed item. They had also captured some evil mercs. So, needing information, they used the device on a merc until he "converted".

Since the item is relatively cheap, it seems like this handy device could be used by Good organizations to simply "convert" evil foes to a better alignment. Sorta like a much less stressful version of the brainwashing in Clockwork Orange.

Imagine the waste of killing a powerful npc when you could simply convert him to your way of thinking for a mere 4000gp.

Thoughts?

Here's the SRD info on the helm:
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.
 

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Interesting story: A single Helm of Opposite Alignment was responsible for a Chaotic Good "Hippy Peace and Love" commune in an otherwise Deep Dark Forest in my homebrew campaign. :)

Not long after the PC's found it and identified it, they laid waste to about a half-dozen strong Hobgoblin raiding party. On a Lark, they healed the Hobgoblins, used the Helm on each and every one of them, and GAVE them the Helmet to take back with them to their tribe. About a year later, passing back through, they visited the new Tribe-turned-Commune, and had a ball drinking Hobgoblin Mash and living it up. :D

I should mention this was the 1st edition version, which never ran out, and DIDN'T have a saving throw.
 
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There's a great novel by Steven Gould called Helm, about a mental imprinting device. It was one of the primary causes of Earth's self-destruction in a massive war, because it was used to convert large groups of people over to particular viewpoints (imagine instead of alignment, it also changed political or social system viewpoints).

Of course, it's not a 'Good' thing to forcibly convert people like that, so the Good organizations using a HoOA like that wouldn't be Good for long. Ironic, that :)

Interesting that the Neutral people, which I assume are going to comprise most of a population, are pushed to a random extreme alignment. Indiscriminant use of the Helm could also cause the very problem a Good organization is trying to solve; they could see being 'neutral' as a bad thing, then unwittingly convert half their population to true Evil.
 

One thing to remember here is that, while the helm changes a lot of things, it doesn't necessarily make the changee your friend.

If you've killed 3/4 of the users friends/family/clan/tribe they're still not going to like you. You've really only changed the list of actions they're likely to take in dealing with you (and others).

Case in point: an evil mage used a Helm on a silver dragon to 'make him my ally'. Course, the mage had killed the dragons mate prior to this. The dragon still didn't like him and was, um, less restrained in his range of responses.
 
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Taluron said:
One thing to remember here is that, while the helm changes a lot of things, it doesn't necessarily make the changee your friend.

If you've killed 3/4 of the users friends/family/clan/tribe they're still not going to like you. You've really only changed the list of actions they're likely to take in dealing with you (and others).

Case in point: an evil mage used a Helm on a silver dragon to make him my ally'. Course, the mage had killed the dragons mate prior to this. The dragon still didn't like him and was, um, less restrained in his range of responses.

Very true, but I get the feeling that most evil folks don't like thier evil buddies. They just hang with them because of mutual benefit :)

In most cases, the helm would help them see the error of their ways and would see past evilness as abhorrent. A pc with a good diplomacy could help them see why thier former companions had to be put down like the evil dogs they were. :)

In the case of turning someone to evil, well, that doesn't seem to too bright to begin with.
 

We went through this back in the 1st ed days.

First we house ruled that forcefully changing the alignment of another was evil (open to debate). Then two of the DM's launched seperate diabolical plots centered around evil thieves guilds using the helm to sway otherwise LG people in order to promote corruption in the right places. That led to a player's revolt in which they demanded the helm work to at least reverse the effects. For an entire summer HoOA became the focus in three seperate campaigns. In the end they proved too disruptive and we house ruled the effects to be temporary.
 

adwyn said:
First we house ruled that forcefully changing the alignment of another was evil (open to debate).

yes, and there ought to be notable consequences for such abuse. :D
 

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