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, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 1d6 radiant damage and is blinded until 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.

Augment

You can increase the damage by 1d6 for each additional mana expended.