You choose a point within range and cause hellfire to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
After a failed save, a target is confronted will all of the wrong doings they have done in life for 1 minute. During that time, if the target moves, it must take the dash action. If the target does any other action, it cannot move and does the action with disadvantage. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
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