You gain conscious control over your mutated physiology, allowing you to manually dial your radiation and acid levels up or down. As a bonus action on your turn, you can shift your body into one of three states. You remain in this state until you use a bonus action to change it, or your concentration breaks.
Stable State (Base): Your skin is dangerously hot and secretes a highly corrosive acid. Your unarmed strikes or melee spell attacks deal an extra 1d4 acid damage. Flammable objects that you hold or touch for longer than a minute slowly begin to smolder and catch fire. You can slowly melt through small nonmagical objects, like a lock or metal bar, with prolonged contact.
Suppressed State (Extreme Low): You force the radiation deep inside your core, stopping all heat and acid production so you can touch people or objects safely. Holding this in is agonizing. At the end of each of your turns, you must make a Constitution saving throw against your own Spell Save DC. On a failed save, you take 1d6 necrotic damage as the radiation eats you from the inside out, and you immediately revert to the Stable State.
Critical Mass (Extreme High): You open the floodgates. Any creature that touches you, hits you with a melee attack from within 5 feet, or is grappled by you takes 2d6 acid damage as their gear and flesh sizzle. In this state, you instantly melt through any nonmagical object you hold, reducing it to bubbling slag that bursts into flames. Pushing this much power is highly unstable. At the end of each of your turns, you must make a Constitution saving throw (DC 10 or half the total damage you dealt this turn, whichever is higher). On a failed save, you lose control, your concentration breaks, and the spell ends.
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