The character causes an object or location to emanate magical
vibrations that repel either a specific type of intelligent
creature or creatures of a particular alignment, as defined by
the character. The particular type of creature to be affected
must be named specifically-for example, red dragons, hill giants,
wererats, lammasu, cloakers, or vampires. Larger groups, such as
"goblinoids," are not specific enough. Likewise, the
specific alignment must be named-for example, chaotic evil,
chaotic good, lawful neutral, or true neutral.
Creatures of the designated type or alignment feel an
overpowering urge to leave the area or to avoid the affected
item. A compulsion forces them to abandon the area or item,
shunning it and never willingly returning to it while the spell
is in effect. A creature who makes a successful saving throw can
stay in the area or touch the item, but feels very uncomfortable
doing so. This distracting discomfort reduces the creature's
Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
This spell cannot be cast upon living creatures.