Antipathy/Sympathy

A
Control

Antipathy/Sympathy is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that uses
social pressure

Antipathy/Sympathy is a Social Influence spell. Social Influence spells create ways to communicate, persuade, and alter behavior.

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to make a chosen kind flee or approach, with a
save-or-lose

Antipathy/Sympathy is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

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effect.

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

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
Druid, Wizard

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.

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.

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

The 2024 version no longer can target an area; it only targets one Huge-or-smaller creature or object. It also works through explicit Frightened/Charmed conditions, with a Wisdom save when a creature comes within 120 feet and again at the end of its turn if still within range. Now also available to bards.

Spells similar to Antipathy/Sympathy

  • Dominate Monster 8th-level enchantment

    A high-level enchantment that exerts long-lasting mental control over specified creatures and uses saves to resist, making it the closest mechanical analogue at the same power tier.

  • Geas 5th-level enchantment

    It compels a single creature to follow instructions for an extended period and imposes a strong social compulsion with save-based resistance, mirroring the long-term behavioral control of the target spell.

  • Charm Monster 4th-level enchantment

    This spell charms a creature and changes its attitude toward the caster, matching the sympathy branch’s forced friendly behavior and reliance on saving throws.

  • Charm Person 1st-level enchantment

    A lower-level but similar enchantment that imposes charm and altered behavior on a creature, useful as a basic version of the sympathy effect on humanoids.

  • Animal Friendship 1st-level enchantment

    It targets a specified kind of creature and uses a saving throw to determine acceptance, reflecting the target spell’s mechanic of affecting particular creature types over time.