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 fail, or half as much on a success. The spell ends if you dispel it (no action required) or after the duration.
This version of weird is more appropriate for 9th level, though it still could be edited and changed to become even more appropriate for a 9th level spell. Before the targets had to make a saving throw on the end of each of its turns or the spell would end. At that point you might as well just use the Meteor Swarm spell. Now if you compare this to Meteor Swarm, Weird 2.0 stacks more damage over a minute, while Meteor Swarm does lots of damage in a bigger area. The maximum damage you could take from Weird 2.0 is 400 psychic damage while the minimum is 40 psychic damage, henceforth making it a very powerful spell. Meteor Swarm's max damage is 240 and its minimum is 40, but it does has triple the area and can also affect objects.
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