Mind Sliver

Level & School
Enchantment cantrip
Casting Time
Action
Range
60 feet
Components
V
Duration
1 round
Classes
Sorcerer, Warlock, Wizard

You try to temporarily sliver 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.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Level & School
Enchantment cantrip
Casting Time
Action
Range
60 feet
Components
V
Duration
1 round
Classes
Sorcerer, Warlock, Wizard

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.

Cantrip Upgrade. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Sliver 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version states the target "must succeed" on the save, whereas the 2014 version states "must make" a saving throw, implying a difference in wording but not mechanics. The 2014 version's secondary effect involves rolling a d4 and subtracting it from the target's saving throw; the 2024 version simplifies this to subtracting 1d4 from the next saving throw, with no mention of rolling a d4 separately.