As two actions, brilliant sunlight flashes at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.
On a failure, it takes 3d8 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.
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 increase the damage by 1d8 for each additional mana expended.