Weird
- Casting Time
- 1 Action
- Range
- 120 Feet
- Duration
- Concentration, up to one minute
- Components
- V
- S
- Class
- Wizard
Spell Description
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 end 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.
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|
Damage Dice | 4d10 | ||||||||
Min Damage | 4 | ||||||||
Average Damage | 22 | ||||||||
Max Damage | 40 |
Lvl | Dice | Min | Avg | Max |
---|---|---|---|---|
1st | ||||
2nd | ||||
3rd | ||||
4th | ||||
5th | ||||
6th | ||||
7th | ||||
8th | ||||
9th | 4d10 | 4 | 22 | 40 |
Is Weird Good?
Overall Rating: Red. This means that weird isn’t going to contribute to the effectiveness of your character build at all.
Overall Notes: Compared to the other 9th level spells, weird just stinks. Basically fear with some damage.