As two actions, a silvery beam of pale light shines down in a 1-meter radius, 10-meter-high cylinder centered on a point within 10 meters. Until the spell ends, dim light fills the cylinder.
When you cast the spell—and as an action on each of your turns thereafter—you can move the beam up to 10 meters.
When a creature enters the spell’s area for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is engulfed in ghostly flames that cause searing pain, and it must make a Fortitude saving throw. It takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
You can increase the damage by 2d10 for each additional mana or psi expended.