Weird
9th-level illusion · 10d10 Psychic damage, average 55
55 average Psychic damage · 10–100
Roll Weird
Press a roll button. The dice land here.
Spell details
- Level
- 9th-level
- School
- Illusion
- Casting time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 1 minute
- Classes
- Warlock, Wizard
- Save
- Wisdom (half on success)
Weird damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 9th slot | 55 | 10–100 | 27.3 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 10d10
| Total | Chance |
|---|---|
| 33 or more | 99% |
| 55 or more | 52% |
| 78 or more | 1% |
| 91 or more | <1% |
Weird against other 9th-level damage spells
By average damage on one target, Weird ranks 3rd of 6 9th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Power Word Kill | 12d12 | 78 |
| Meteor Swarm | 20d6 | 70 |
| Weird | 10d10 | 55 |
| Prismatic Wall | 12d6 | 42 |
| Storm of Vengeance | 2d6 | 7 |
| Wish | 1d10 | 5.5 |
Rules text
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 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 Psychic damage. On a successful save, the spell ends on that target.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.