Weird 5e
Level 9 Illusion
Weird is a level 9 illusion spell in D&D 5e. Casting time: 1 action, range: 120 feet, duration: Concentration, up to one minute. Available to Wizard.
Casting Time
1 action
Range
120 feet
Duration
Concentration, up to one 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 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.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
Requires Concentration (taking damage triggers DC 10 / half-damage Con saves).
School Role
Illusion: Deceives senses and warps perception. Best used for creative diversions, stealth cover, and manipulating NPCs.
Frequently Asked Questions
What level spell is Weird and what school does it belong to?
Weird is a Level 9 spell belonging to the school of Illusion in D&D 5e.
What are the casting time, range, and duration of Weird?
Weird has a casting time of 1 action, range of 120 feet, and duration of Concentration, up to one minute.
Does Weird require concentration or ritual casting?
Yes, Weird requires Concentration. It cannot be cast as a ritual.
Use Weird in your campaign
Dungeon Manager lets you add Weird to your characters, reference it during sessions, and track spell slots across encounters — all free.