As an action, light spreads out from a point within 20 meters to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.
If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the source of the light with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell using equal or less mana, the spell that created the darkness is dispelled.
You can expend 1 additional mana or psi so the light is magical sunlight. A creature with the Sunlight Sensitivity species trait is impacted. Non-magical darkness, as well as darkness created by spells of using equal or less mana, can’t darken the area.
Dawn. You can expend 1 additional mana or psi and cast the spell as two actions so the sunlight beams with radiant energy. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana or psi, concentration. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.
On a failed save, a creature takes 2d4 radiant damage and is blinded until the end of its next turn.
On a successful save, it takes half as much damage and isn’t blinded by this spell.
You can increase the damage by 1d4 for each additional mana or psi expended.
Additionally, this light makes it impossible for the creature to benefit from being invisible while in the bright light.