A beam of searing fire and radiant energy erupts at a point you choose within range, detonating in a burst of divine brilliance. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded until the start of its next turn. On a successful save, the creature takes half damage and isn’t blinded.
Creatures that are undead or fiends have disadvantage on the saving throw.
The explosion of light briefly illuminates the area until the end of your current turn. The area is treated as bright light, and magical darkness within it is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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