0-level (Cantrip) Enchantment
			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  1d4  and subtract the number rolled from the save.
	 
	 
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 .