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Weird

Level 9 · Illusion

  • Concentration
  • Damage
  • Save
  • AOE
  • Control

Listed under illusion, Weird costs a 9th-level slot for warlock and wizard casters. Cast time: Action. Range 120 feet, components V/S, duration up to 1 minute. Marked concentration. Effect: You try to create illusory terrors in others' minds.

Stat Block

Level
9
School
Illusion
Casting Time
Action
Range / Area
120 feet (30-foot radius sphere)
Components
V, S
Duration
up to 1 Minute
Ritual
No
Concentration
Yes
Classes
Warlock, Wizard
Material

Description

You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Illusion is the spell-school of theatre. Its outputs are images, sounds, smells, and false bodies — props for the rest of the spell list. Weird reads as Illusion the moment you see the effect — the spell creates a perceptual fiction the target's senses report as real. Top-tier slots like the one Weird uses are deployed once or twice per campaign arc, not per session.

Class Fit

  • Warlock: Tier 1 Warlocks have a single slot; tier 2 have two. Weird only earns its known-spell slot if the build casts it most short rests. Weird's concentration requirement makes it vulnerable to a single failed save when the caster takes damage.
  • Wizard: Once Weird is in the spellbook the cost is gold-and-ritual-time at acquisition; from then on the daily prep decision is free. Damage taken while concentrating on Weird forces a Con save at DC 10 or half damage, whichever is higher.
Warlock spellsWizard spellsIllusion schoolLevel 9

Related Spells

Frequently Asked Questions about Weird

What level spell is Weird?
Weird sits at level 9 in the Illusion school of magic, prepared by Warlock, Wizard.
How much damage does Weird deal?
On a base cast, Weird deals 10d10 psychic damage.
What save does Weird require?
Weird forces a Wisdom save. The DC is the caster's spell save DC (8 + proficiency + casting modifier).
What is the range of Weird?
The range on Weird is 120 feet — far enough that most casters can stay clear of the front line.
Is Weird a concentration spell?
Weird is a concentration spell. Maximum duration is up to 1 minute. The caster can only maintain one concentration spell at a time, and damage forces a Con save to keep it active.
What components and casting time does Weird need?
To cast Weird: the components are V, S with a standard Action.
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Scan to open Weird on your phone
QR code linking to Weird — https://www.doungim.com/dnd/spells/weird Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/weird. Point a phone camera at this code to open the Weird page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.
Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/weird. Point a phone camera at this code to open the Weird page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.