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.
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.