Antipathy/sympathy 5e can attract or drives away creatures you specify. However, how to use the dnd antipathy/sympathy spell?
Classes: Wizard Druid
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M
Duration: 10 days
In dnd 5e, this antipathy/sympathy spell attracts or drives away creatures you specify. Specify a giant or smaller object or creature within the cast range, or a cubic area not exceeding 200 feet.
You specify a type of intelligent creature (such as red dragon, goblin, vampire, etc.), and inject the target with an aura that can attract or drive the selected type of creature. You can choose disgust or care as the effect of the spell.
The influence of the Antipathy spell makes your chosen type of creatures want to stay away from the enchanted target unstoppable. When an eligible creature sees the target or is less than 60 feet away from the target, the creature must make a Wisdom saving throw and pass it successfully, otherwise, it will panic.
As long as the target is still visible or within 60 feet of the target, the creature will remain in a panic state.
A creature caught in this panic must move autonomously to a safe place nearby where the target cannot be seen.
After being at least 60 feet away from the target and unable to see the target, the creature’s panic state ends. But he will panic again when he sees the target again or gets within 60 feet of the target.
The influence of the antipathy sympathy 5e spell makes your chosen type of creatures want to approach the enchanted target unstoppably. When an eligible creature sees the target or is less than 60 feet away from the target, the creature must make a Wisdom saving throw and pass it, otherwise, it will move autonomously and approach the target every round. After approaching, the creature cannot move away from the target autonomously.
If the target causes damage to the creature or otherwise harms it, the creature can make another Wisdom save to end the effect. See the next section for details.
Ending the Effect
If the affected creature terminates its turn at a distance of 60 feet from the target or where the target cannot be seen, it can make a Wisdom save. If the save succeeds, it will no longer be affected by the spell and realize that the disgust or seduction comes from magic. Impact.
In addition, the affected creature can make another Wisdom saving throw every 24 hours for the duration of the spell. Creatures that successfully save against the spell’s effect are immune to the effect for 1 minute but are still affected by the effect afterward.