You cause psychic energy to interfere with the minds of each creature in a 40-foot-radius, 60-foot tall cylinder centered at a point within range. Each creature in the area when this spell is cast 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 6d6 psychic damage on a failed save, or half as much damage on a successful one.
A creature repeats the save when it starts or ends its turn within the cylinder, or when it moves into the cylinder during its turn. A creature makes this save only once per turn.
While in the storm, a target has muddled thoughts and subtracts a d8 from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
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