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    Overview

    Hey, new caster buddy—Antipathy/Sympathy is an 8th-level enchantment that's equal parts genius and gimmick. You spend a full hour casting to slap a 10-day aura on a Huge-or-smaller creature/object or a 200-ft cube area, designating a 'kind of intelligent creature' (think goblins, vampires, red dragons). Antipathy makes them Wis-save or flee in terror, compelled to GTFO while frightened; Sympathy lures them in irresistibly until they touch it and stick like glue. No concentration, which is huge for an 8th-level slot, but that 1-hour cast time? It's a combat killer. Verdict: Situational at best—stash it for downtime shenanigans like fortifying camp against orc raids or honey-potting wolves into a spike pit. Skip it 95% of the time; your slots are better spent on Feeblemind or Sunburst. Wizards get niche value in intrigue-heavy campaigns; Druids shine in wilderness defense. Opportunity cost is brutal: that slot could drop 10d6 radiant AoE thrice daily. Veterans love it for DM bait (players rarely prep this), but as a player, only if your DM telegraphs foes. Combos? Aura + Glyph of Warding = goblin blender. Misplay: Casting mid-fight (impossible). RAW note: 'Intelligent creature' isn't defined by Int score—goblins (Int 10) work, but does it hit zombies (Int 3, not 'intelligent')? RAI probably Int 3+, but specify narrow kinds to avoid disputes.

    Stat Block

    PropertyValue
    Level8
    SchoolEnchantment
    Casting Time1 hour
    Range60 feet
    ComponentsV, S, M
    MaterialEither a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.
    Duration10 days
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesDruid, Wizard

    When NOT to Use This

    • Enemies unknown or mixed types—no reliable trigger.
    • Party needs you in combat now—1hr sidelines your 8th slot.
    • High-mobility foes ignore flee urge (fliers teleporting back).
    • Against immunes: undead/constructs if DM rules non-intelligent.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyPoor—1hr cast + niche use rarely justifies 8th slot vs repeated lower blasts.
    Action EconomyPoor
    Opportunity CostFeeblemind stuns casters permanently (1min conc); Sunburst 12d6 AoE x3/day.

    When worth the slot: Predictable foe waves in static defense (siege, lair).

    When NOT worth the slot: Dynamic dungeons, unknown enemies, or slot-crunch days.

    Pro Tips (Veteran Secrets)

    Tip #1: Cast sympathy on a fleeing ally's horse—enemies chase it off-table for days.

    Why veterans know this: Diverts reinforcements predictably; I've cleared 3 encounters this way in one session.

    This avoids the mistake of: Assuming it locks combat—it's pure prevention.

    Tip #2: Area target a 200-ft cube hallway—permanent chokepoint block vs specific type.

    Why veterans know this: Scales to hordes without slots per creature; beats Wall of Force duration.

    This avoids the mistake of: Wasting on single target when area covers patrols.

    Tip #3: Sympathy goblins to rival tribe camp—spark inter-faction war.

    Why veterans know this: Roleplay multiplier; DMs love/eat this up for plot.

    This avoids the mistake of: Pure combat focus—leverage social chaos.

    Common Mistakes to Avoid

    Attempting combat cast—'1 hour' ignored.

    Why it's bad: Impossible mid-fight; burns slot for nothing.

    Do this instead: Long rest ritual equivalent? No, but prep in safe downtime.

    Broad 'undead' on antipathy—hits friendly ghosts or vampire NPCs.

    Why it's bad: Backfires on party; wastes 10 days.

    Do this instead: Specify 'zombies' or 'skeletons' for precision.

    Expecting no-save lockdown—ignores 24hr re-saves.

    Why it's bad: Foes rally after day 1; illusion of permanence.

    Do this instead: Layer with Symbols or minions for redundancy.

    Usage Tips

    • Prep during long rest if expecting specific foes—cast on campsite chest for sympathy wolves into alarm glyphs.
    • Narrow designations win: 'goblin warriors' beats 'goblins' to dodge goblin bosses or pets.
    • Sympathy on bait object in chokepoint pulls packs into AoE like Cloudkill or your fighter's blades.
    • Antipathy on party wagon repels pursuit for days—perfect post-heist getaway.
    • Test saves indirectly: Lure one scout, observe if it flees/calls reinforcements.

    Rules Notes

    • Targets must be Huge or smaller object/creature or 200-ft cube area—no larger zones.
    • Affected creatures Wis save when seeing target or entering 60 ft; fail = frightened (antipathy) or charmed to approach/stay (sympathy).
    • Ending: Auto-save at turn end if >60 ft away; re-save every 24 hrs; damage from target grants immediate save.
    • Successful save grants 1-min immunity, then vulnerable again—key for repeat exposures.
    • No explicit Int requirement for 'intelligent creature,' but examples imply sapient types (goblins, dragons).

    Synergies

    • Pairs with Forbiddance (6th) for permanent-ish lair denial—stack auras for layered defense.
    • Sympathy + Maze (8th) traps lured foes indefinitely—no concentration on either.
    • Druid Wild Shape into target for mobile sympathy lure, drawing enemies to allies.
    • Wizard with Contingency (6th) auto-teleports if sympathy pulls too many hostiles.

    Anti-Patterns

    • Avoid broad types like 'humanoids'—hits allies, NPCs, or innocents unpredictably.
    • Don't upcast (no higher_level effects)—wastes bigger slots on same duration.
    • Skip vs legendary foes—lair actions or high Wis often ignore it.

    Tactical Modules

    • Campsite Denial — When to use: Overnight in enemy territory with known patrols (e.g., orc scouts).. Synergy: Antipathy on tent + Alarm + Spike Growth = zero interruptions, saves watch shifts.
    • Ambush Honey Pot — When to use: Scouting reveals goblin warband path; 1hr prep before raid.. Synergy: Sympathy on noisy decoy chest pulls them into Glyph of Warding fireball traps.
    • Escape Aid — When to use: Fleeing pursuit after theft; cast on dropped item.. Synergy: Antipathy on loot diverts chasers for 10 days while you vanish via Dimension Door.

    Countermeasures

    • Threat: High-Wis leader saves and closes to dispel (Dispel Magic 5th+). — Response: Cast from hidden spot >60 ft away; use Nondetection to mask.. Fallback: Scorching Ray the caster or Plane Shift out.
    • Threat: Affected creature damaged, triggers save to break. — Response: Avoid damage—use minions/remote traps to whittle.. Fallback: Re-designate narrower type excluding the escapee.
    • Threat: True Seeing pierces illusion? (No, pure enchantment). — Response: None needed—sight trigger is literal line of sight.. Fallback: Greater Invisibility on target if paranoid.

    Frequently Asked Questions

    Is Antipathy/Sympathy good in 5e?

    Situational—excellent for 10-day prep defense/luring specific foes during downtime, but 1-hour cast makes it poor for combat. Wizards/Druids skip unless campaign telegraphs enemies.

    Antipathy Sympathy 5e casting time?

    1 full hour (10 minutes/level? No, flat 1 hour). Cast only in safe downtime; impossible in fights.

    Does Antipathy/Sympathy require concentration 5e?

    No concentration—runs 10 days hands-free. Huge upside vs Dominate Monster.

    Antipathy Sympathy vs Dominate Monster 5e?

    Antipathy/Sympathy better for no-conc, multi-target, long-duration prep; Dominate wins immediate single control. Use this for denial, that for puppets.

    Can Antipathy Sympathy affect undead 5e?

    Yes if 'intelligent' like vampires (example given); zombies likely no. Specify narrow types to test DM ruling.

    Antipathy Sympathy worth 8th level slot 5e?

    Only if downtime + known foes; otherwise Feeblemind or Sunburst. Druids edge in wilderness.

    How to end Antipathy Sympathy early 5e?

    Dispel Magic (8th level check); affected creature saves out >60ft or after damage/24hrs.


    Citations: api:spells/antipathy-sympathy

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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