You hold your hands out in front of you, conjuring and shooting a ball of acid at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 3d8 acid damage and must make a Strength saving throw. On a failed save, the target is pushed 15 feet away from you and knocked prone. On a successful save, the target is pushed 5 feet away from you.
When casting this spell, you can choose to instead create two balls of acid, targeting two creatures. Make a separate attack roll for both targets. You split the total damage dice between the two balls ([1d8 and 2d8] at 1st level, [2d8 and 2d8] or [1d8 and 3d8] at 2nd level, etc.). Each target must still make a Strength saving throw as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* - (Acid, Alchemist's Fire, and Amber)
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