You psychically lash out at one creature you can see
within range. The target must make an Intelligence
saving throw. On a failed save, the target takes 3d6
psychic damage, and it can't take a reaction until
the end of its next turn. Moreover, on its next turn, it
must choose whether it gets a move, an action, or a
bonus action, it gets only one of the three. On a successful
save, the target takes half as much damage
and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
The creatures must be within 30 feet of each other
when you target them.
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 ld6 psychic damage and subtract ld4
from the next saving throw it makes before the end
of your next turn.
This spell's damage increases by ld6 when you
reach certain levels: 5th level (2d6), 11th level (3d6),
and 17th level (4d6).