The high templar selects a unit, creating two duplicates of it. Hallucinations appear with a blue tint to the creating and controlling player, while all other players will see them as duplicates of the original. Hallucinations do not inflict damage when they "attack", may not cast spells, or produce units (important for hallucinated carriers and reavers), and take double damage from all attacks. Hallucinations last for a limited time and automatically disappear when hit by spells (eg. EMP shockwave, Mind Control).
The high templar can create a storm of raw psychic energy. This is achieved by one closing their mind to the outside world, sending out psychic "ripples" that are disruptive to other lifeforms.
Inflicts total 112 damage to all units within a target area over 3 seconds (14 damage in 8-frames intervals, starting from the 16th frame after cast, resulting in 8 damage instances over 64 frames).
The storm does not harm structures or units within bunkers. Psionic storm ignores armor and armor types.
It does not prevent units from moving into or out of the affected area. Only one storm may affect an area at a time; overlapping storms does not increase damage output.