Components: V, S, M (a vial of acid)

Casting Time: 1 action

Duration: Instantaneous

Range: 150 ft.

Area of Effect: Sphere, 20-ft. radius

Saving Throw: Dex / half damage

You shoot a ball of slime from your hand to a point you can see. The ball then explodes into a 20-foot-radius sphere. Each creature in the affected area must make a Dexterity saving throw. If the saving throw fails, the creature takes 6d6 acid damage immediately and 2d6 acid damage at the end of its next turn. On a successful save, a creature takes half damage immediately and 1d6 acid damage at the end of its next turn.

Enhancement: For each spell slot used higher than 4th level, slimeball does an additional 1d6 damage immediately. For each sorcery point you expend when casting the spell, the additional damage persists for an extra round. The maximum number of sorcery points that can be expended equals one-half the level of the spell slot used, rounded down.