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Weird

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Weird
  • Level: 9
  • School: Illusion
  • Class: Warlock, Wizard
  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute 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.

Tactical Usage

Ultimate Fear and Damage. Weird provides massive psychic damage combined with frightened condition for multiple enemies.

Sustained Terror Effect. The concentration duration creates ongoing damage and fear effects throughout combat.

Area Crowd Control. The 30-foot radius sphere affects large groups of enemies with devastating mental attacks.

Spell Combinations

Fear Amplification. Combining with other fear effects creates overwhelming terror that debilitates enemy formations.

Psychic Damage Enhancement. Using alongside other mental effects maximizes damage against creatures vulnerable to psychic attacks.

Concentration Protection. Pairing with defensive magic ensures the devastating fear effects continue throughout encounters.

Material Component Details

Verbal and Somatic Only. The spell requires only verbal and somatic components, eliminating material dependencies for terror creation.

Mental Manipulation Focus. The components channel illusion magic into victims' minds to create personalized terrors.

Terror Invocation Power. The casting speaks words and gestures that manifest deepest fears as illusory reality.

Creator Notes

Ultimate Illusion Magic. Weird represents the pinnacle of illusion school magic focused on psychological devastation.

Mass Fear Mechanics. The spell provides excellent encounter-defining magic against multiple intelligent enemies.

Ongoing Terror Design. The sustained fear and damage create tactical pressure throughout the spell duration.

Environmental Interactions

Mind-Based Targeting. The spell affects creatures with minds capable of experiencing fear and terror.

Illusory Terror Manifestation. The terrors appear real to victims but cannot affect the physical environment.

Area Selection Freedom. The caster can center the sphere anywhere within the 120-foot range.

Common Rulings & Clarifications

Initial Damage and Fear. Failed saves result in both immediate damage and ongoing frightened condition.

Ongoing Save Opportunities. Frightened targets can attempt to end the effect at the end of each turn.

Continued Damage. Failed ongoing saves result in additional psychic damage each round.

Concentration Requirement. Losing concentration immediately ends all ongoing fear effects.

Alternative Applications

Psychological Warfare. Using terror effects to break enemy morale and force strategic retreats.

Crowd Dispersal. Forcing large groups to flee through overwhelming fear rather than physical violence.

Intelligence Gathering. Using fear effects to extract information through psychological pressure.

Ultimate Illusion Power. Weird represents the pinnacle of illusion magic at the highest spell level.

Fear Magic Supremacy. The spell surpasses all other fear effects through sustained terror and massive damage.

9th-Level Psychological Magic. The spell demonstrates ultimate mental manipulation at peak magical power.

Scaling Analysis

9th-Level Exclusivity. Weird cannot be upcast, representing fixed ultimate illusion and fear magic.

Multi-Target Devastation. The area effect provides excellent value against large enemy formations.

Sustained Impact Duration. The concentration effect creates ongoing battlefield control through fear.

Narrative Flavor

Personalized Terror Manifestation. The illusions should represent each victim's deepest fears and nightmares.

Psychological Horror Emphasis. The effect should focus on mental anguish rather than physical manifestations.

Ultimate Fear Display. The spell should convey terror so profound it causes physical damage through psychological trauma.