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Weird

Illusion
Level: 9th-level
Casting Time: 1 action
Range: 120 feet
Duration: Up to 1 minute
Components: V, S

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Concentration

Spell Details

School: Illusion
Level: 9
Ritual: No
Concentration: Yes
Classes: Wizard
S-Tier Devastating save-or-suck spell that can incapacitate entire enemy groups with no damage scaling needed.

Player Guide

Cast Weird on a clustered group of enemies where you can fit multiple creatures in the 30-foot radius. The spell forces a Wisdom save, and failure means the target is frightened and restrained by their own illusory fears, effectively removing them from combat for up to 1 minute. Even if enemies succeed on saves, you've still used a 9th-level slot on a non-damage spell, so positioning is critical—use it when you can affect 3+ enemies and when your allies can capitalize on the frightened/restrained conditions. Consider combining with control spells or positioning to ensure enemies fail the save or can't reach you while affected.

DM Tips

Weird is situational despite its power—it shines against large groups but wastes the 9th-level slot on single targets. Consider whether enemies can break the spell through removing conditions or if the caster positioning leaves them vulnerable during the 1-round casting time.