You conjure an extradimensional maze made of shifting, endless mirrors. Choose up to six creatures of your choice within range; they are trapped inside the hall unless they succeed on a Charisma saving throw.
While trapped, creatures wander the mirrored maze, seeing only distorted versions of themselves. They are blinded and restrained until they escape.
At the end of each of their turns, they may make another Charisma saving throw. On a success, they break free and return to an unoccupied space within 10 feet of where they were taken.
While concentrating, you may move freely through the hall, striking at your trapped foes’ reflections. As a bonus action, you may force one trapped creature to make an Intelligence saving throw or take 4d8 psychic damage.