Mind Sliver

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At a Glance

Level
Cantrip
School
Enchantment
Casting Time
1 action
Range
60 feet
Duration
1 round
Concentration
No

How Mind Sliver Works

Casting Time1 action
Range60 feet
ComponentsV
Duration1 round
Saving ThrowIntelligence

Available to:

SorcererWarlockWizard

Damage

1d6 psychic (increases by 1d6 at 5th, 11th, and 17th level)(Intelligence)

At Higher Levels

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Common Mistakes

Common Mistake
Forgetting the penalty only applies to the next saving throw, not all saves
Common Mistake
Not coordinating with allies to follow up with a powerful save-or-suck spell
Common Mistake
Thinking the penalty applies even if the target makes the initial save - it doesn't

DM Tips

DM Tip
Excellent setup for powerful save-based spells like hold person or banishment
DM Tip
The 1d4 penalty averages to -2.5, which is very significant for bounded accuracy

Sources & Further Reading