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| - Weird is a state of mind. It is anything that can present itself as out of the ordinary. Simply defined, it is 'not normal', or odd. You may think it would take a really weird person to explain weirdness, but you would be wrong, and what a weird conclusion to come to! I, for instance, am totally unweird. Ordinary, conventional, even wholesome. Yep. But despite my orthodox averageness, I've spent years studying the subject, so please permit me to take you on a journey into the bizarre, the deviant and - my favorite - the uncouth. Hold onto your hat, because what you're about to see may shock you. It may even terrify you. But don't worry... I'll be right here. Looking over your shoulder.
- Weird is a possible reference to she. If this reference is true, then it can also be assumed a reference to white.
- Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to one minute 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 4dl0 psychic damage. On a successful save, the spell ends for that creature.
- A new spelling of wyrd.
- File:Weird02.png Write the text of your article here!
- [[Category:]] Weird, originally known as Trebbe's weird, was an illusion spell that created a deadly phantasm to kill or injure multiple victims.
- Weird is a prefix that can appear on Magic Items. It is the most powerful prefix related to attack rating, except for Hawkeye when it appears on an item with a quality level of 75 or higher. Weird can appear on Weapons with a quality level of at least 37.
- A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a Will save. If they fail, the phantasm touches them and they must now make a Fortitude saving throw. If this saving throw fails, the creature dies. Those who succeed the Fortitude save still take 3d6 points of damage. Creatures with less than 4 HD automatically die, without any saving throws.
* Creatures immune to mind spells, fear, phantasms, and death magic are immune to this spell.
* will no longer affect targets protected by Protection from Good/Evil, if it should apply.
- Just watched the show for the first time, pretty good. Anyway, we live here in Georgia, and my son's name is Early. My mind has been blown.
- Spell level: sorcerer/wizard 9 Innate level: 9 School: illusion Descriptor: fear, mind-affecting Components: verbal, somatic Range: short (8 meters) Area of effect: colossal (10 meter radius) Duration: instant Save: fortitude and will Spell resistance: yes Additional counterspells: true seeing
- The Weird began "life" as a member of the other-dimensional race of energy beings known as Zarolatts, who decided to rebel against his tyrant masters, the Macrolatts. Origin The Weird is from an alternate dimension. He was a docile energy creature whose race is called the Zarcolatts while the Marcolatts are a more combative race. He went through a portal and found Earth. Upon finding its way to Earth, this strange other-dimensional entity possessed the body of a deceased human named Walter Langley, that resulted in the creation of a freakish creature that became known as the Weird. The Weird later worked with the Justice League and single-handedly defeated two Macrolatts who had invaded Earth. Blue Beetle coined the name The Weird. However, the Weird's body was too unstable to endure, so h
- Casting Time: 1 Action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute 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. On a successful save, the spell ends for that creature.
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