concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters becomes starts to glow for the duration. The creature must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 2d6 radiant damage and is blinded until the end of its next turn as light bursts from its wounds and orifices. It radiates bright light in a 4-meter radius and dim light for an additional 4 meters.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d6 for each additional mana expended.