You disrupt the timestream of a creature within range. The target must make an Intelligence saving throw to determine if they can mentally see through the disruption. On a successful save the target only takes half damage, and is not affected by any of the spell’s other effects.
On a failed save it is unable to take a reaction until the end of its next turn and takes 3d6 force damage. Additionally, when it takes its next turn it must choose whether it will either move, take an action, or take a bonus action; it gets only one of the three.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.