Antipathy/Sympathy
2024 Rules
- Level & School
- 8th-level enchantment
- Casting Time
- 1 hour
- Range
- 60 feet
- Components
- V, S, M (a mix of vinegar and honey)
- Duration
- 10 days
- Classes
- Bard, Druid, Wizard
- Source
- Player's Handbook (2024)
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:
- Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.
- Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
2014 Rules
- Level & School
- 8th-level enchantment
- Casting Time
- 1 hour
- Range
- 60 feet
- Components
- V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
- Duration
- 10 days
- Classes
- Bard, Druid, Wizard
- Source
- Player's Handbook (2014)
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.
Antipathy/Sympathy 5.5e 2024 vs. 5e 2014 edition differences
Antipathy/Sympathy popularity
How popular is Antipathy/Sympathy? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.
- #2 of all level 8 spells
- #2 picked level 8 Bard spell
- #3 picked level 8 Druid spell
- Top 25% picked level 8 Wizard spell
- Bottom 50% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Antipathy/Sympathy
Mass Suggestion 6th-level enchantment
Both affect multiple creatures through social manipulation and can redirect their actions for many hours.
Players prefer Mass Suggestion over Antipathy/Sympathy
Compulsion 4th-level enchantment
The spell forces failed creatures to move in a prescribed way, much like Antipathy/Sympathy's approach-or-flee behavior.
Players prefer Compulsion over Antipathy/Sympathy
Fear 3rd-level illusion
Its frightened targets must flee, directly matching the antipathy version's central battlefield effect.
Players prefer Antipathy/Sympathy over Fear
Dominate Monster 8th-level enchantment
Both are high-level enchantments that use Wisdom saves to impose powerful behavioral control on creatures at range.
Players prefer Antipathy/Sympathy over Dominate Monster
Geas 5th-level enchantment
Its long-lasting enchantment and compelled behavior closely resemble the target's extended influence over a chosen creature.
Players prefer Antipathy/Sympathy over Geas
Charm Monster 4th-level enchantment
This enchantment targets nonhumanoid creatures with a Wisdom save and can establish a strong friendly influence.
Players prefer Antipathy/Sympathy over Charm Monster