Dim, greenish light spreads within 30ft. radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a CON saving throw. On a critical fail (1 and 2) the affected creature takes 3d10 radiant and 3d10 necrotic damage and gains a point of exhaustion. On a normal fail (3 or higher depending on your save mod) the creature takes the same damage without the point of exhaustion. On a success they only take 3d10 radiant damage. On a crit success (nat 20) the creature takes 3d10 radiant damage halved.
A creature that suffered any exhaustion from this spell has to go through long rest and proper nutrition to get rid of it.
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