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.
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
Willpower 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
Willpower 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
Willpower
Contesting Roll. On a successful
Contesting Roll, 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
Willpower every 24 hours while the
Spell persists.
A creature that successfully wins a Contesting Roll against this effect is immune to it for 1 minute, after which time it can be affected again.
An unseen thread of enchantment weaves through the air, linking hearts and fates. Bonds strengthen, drawing entities together, creating an invisible tie that influences emotions and actions.