Been running through different systems, so why not take an idea from one to another?
DISRUPT BALANCE CANTRIP 1
Acid Cantrip Transmutation
Traditions arcane, primal
Cast [two-actions] somatic, verbal
Saving Throw Fortitude
Range 30 feet; Targets 1 creature
You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.
Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.
Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.
Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.
Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.
Thoughts?