ANTIPATHY/SYMPATHY

Enchantment level 8

STANDARD

Casting Time 1 hour
Range 60 feet
Components V, S, M
Duration 10 days

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Components. Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.

Spell Variants & Exotic Components – level 7
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SPELL VARIANT #1

Casting Time 1 hour
Range 60 feet
Components V, S, M
Duration 10 days (see below)

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect.

  • Antipathy. When the creature leaves the area of effect, but failed the Wisdom saving throw at least one time, it will suffer other effects for the duration. Every time it rests, for the duration, the creature must make a Wisdom saving throw. If the saving throw fails, then the creature dreams are haunted by dreadful nightmares. The nightmare inflicts 1d10 psychic damage and prevents the creature from resting and recovering hit points by natural means. If the creature dies, then it raises as an incorporeal undead under the control of the spellcaster.
    Components (Antipathy). Dream (spell), Staff of Charming (not consumed; requires 1 charge; the magical item won’t work for 1 week), Scale of Green Dragon, Black Pearl worth 500 gp.
  • Sympathy. When the creature manages to leave the area of effect, but failed the Wisdom saving throw at least once, it will suffer other effects for the duration. Every dawn, the creature must make a Wisdom saving throw. If the saving throw fails, then the creature feels compelled to return to the target. The creature tries to return with any means available. If something prevents the creature from returning to the target, then it will loses 1 point of constitution. The lost constitution cannot be recovered by natural means, however spells like Greater Restoration works normally. If the creature dies, it will raise as a corporeal undead and will return to the target, haunting the object of its compulsion forever.
    Components (Sympathy). Mass Suggestion (spell), Staff of Charming (not consumed; requires 1 charge; the magical item won’t work for 1 week); Scale of Green Dragon; Black Pearl worth 500 gp.

At Higher Levels. When you cast this spell with a spell slot of 9th level the duration extends to 30 days.