There is, however, a weird little rule in Supplement II that I don't recall ever seeing in AD&D (Maybe it is in there, but, if it is, my quick scan of the DMG just now didn't turn it up, though I'm sure someone will be quick to correct me if I'm mistaken). The rule states:
Anyone who attacks or kills a sage is automatically changed to Chaotic alignment unless the sage himself was Chaotic. Sages are able to cast curses when close to death or dying because of assault or mayhem or murder. The power of the curse depends upon the knowledgability of the Sage. A very low-level one might curse a person so that all of his teeth fell out, while a very high-level one could curse you so as to never be able to make a saving throw again! A normal curse removal would not work to remove a sage's curse, but some form of Cleric-assigned quest might.It's a very fascinating rule and it implies a lot of things about the setting of any campaign that adopts it. I'm not certain that I'd ever adopt it myself, particularly since the PCs in Dwimmermount aren't the types who are likely to start killing sages, but it's intriguing nonetheless. I have to wonder about the genesis of this rule and why it came about.