As an action, you, or an object you can touch that is no larger than 2 meters in any dimension sheds bright light in a 2-meter radius and dim light for an additional 3 meter for the duration. The light can be colored as you like. Completely covering you, or the object, with something opaque blocks the light. The spell ends if you cast it again or dismiss it on your turn (no action required).
If you target an object held or worn by a hostile creature, that creature must succeed on a Reflex saving throw to avoid the spell.
When you cast this spell, or as an action on a later turn, you can cause the light to brightly flash brightly a creature within 1 meter of you. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn.
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.
After flashing brightly, the spell ends.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).