You fire a beam of light 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one.
When you cast this spell using another damage dice, you gain an additional 1d8 damage.
You gain truesight, which allows to see secret doors hidden by magic, see in magical and nonmagical darkness, see invisible creatures, automatically detect visual illusions, perceive the original form of shapechangers, and see into the etheral plane.
You send your eyes to act as a bird in the sky. You gain view of all top down scenes with a half mile radius. If your eye is damaged in any way, it automatically returns to you.
For every damage dice you roll for this spell, you add the amount of dice rolled to your next attack roll.
You magically point out a weakspot in the armor of an enemy. So long as you have concentration on this spell, anyone attacking this creatures has advantage.