The character cause an object or location to emanate magical
vibrations that attract 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 specificallyfor example, red dragons, hill
giants, wererats, lammasu, catoblepas, vampires, etc. Larger
groups, such as "goblinoids," are not specific enough.
Likewise, the specific alignment must be namedfor example,
chaotic evil, chaotic good, lawful neutral, or true neutral.
Creatures of the type or alignment feel elated and pleased to
be in the area or desire to touch or to possess the object. The
compulsion to stay in the area or touch the object is
overpowering. If the save is successful, the creature is released
from the enchantment, but a subsequent save must be made 1d6 x 10
minutes later. If this save fails, the affected creature attempts
to return to the area or object.
Sympathy counters and dispels antipathy.