Wizards of the Coast has delivered the goods once again – Tasha’s Cauldron of Everything is here! Among all of the fun new character options and DM tools are a boatload of new spells! Learn about one of our favorites with our Mind Sliver 5E Guide!
Mind Sliver 5E
- Spell Level: Cantrip
- School: Enchantment
- Casting Time: 1 Action
- Range: 60 ft
- Components: v
- Duration: Instantaneous
- Class: Sorceror, Warlock, Wizard
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.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Well, this is an interesting option. Mind Sliver works best as a combination 1-2 punch with another caster. The damage is not really the central feature of this spell. Instead, it’s the debuff to the target’s next saving throw that really shines. This one is great to throw immediately before a party member can drop a big save-or-suck spell of ability.
The downside to this spell is that the damage is weak. While it scaped up at levels 5, 11, and 17, the damage does not keep pace with other available cantrips. If you are not using this with the saving throw debuff in mind, there are probably better options.
Wrapping Up our Mind Sliver 5E Guide
That’s it for our Mind Sliver 5E Guide. This spell looks like fun and has a lot of interesting uses, but the damage it deals is not going to blow your hair back. So what do you think? Love it or hate it, we want to hear your thoughts. Hit us up in the comment section below to weigh in.