As an action, a beam of brilliant light flashes out from your hand. Each creature in a cone or line must make a Fortitude saving throw.
On a failed save, a creature takes 2d6 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. Undead and oozes have disadvantage on this saving throw.
You can increase the damage by 2d6 for each additional mana or psi expended.