Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 18 meters becomes starts to glow for the duration.

At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

On a failed save, light bursts from its wounds and orifices as it takes 6d6 radiant damage and is blinded and radiates bright light in a 6-meter radius and dim light for an additional 6 meters.

On a successful save, it takes half as much damage and the spell ends.

Augment

You can increase the damage by 5d6 for each additional mana or psi expended.