As the creature tries to alter, control or go into your mind they get overwhelmed by the many voices within your head. These voices blast the mind of the creature, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw you still take the damage from the creature's spell that tampered with your mind plus 4d6 psychic damage.
On a failed save, the creature's Intelligence and Charisma scores become 1 and the creature is given the condition Frightened. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends and follow them but if they see you, they will be too frightened to do anything but cower in fear.
At the end of the day, the creature can repeat its saving throw against this curse. If it succeeds on its saving throw, the curse ends.
The spell can also be ended by greater restoration, heal, or wish.
* - If someone enters your mind in any way, either trying to control or just look into it this will activate on that person.