(Concentration) You summon little suns that orbit you in a 15 foot radius. Creatures that are not friendly towards you that are in the area have their speed halved and take 3d8 damage after a failed Wisdom Saving Throw. The damage is halved on a successful save.
Choose one creature. They must make a constitution save. If they fail, you do 6d10 radiant damage to them. On a success, it does half that amount of damage.
(Concentration) You radiate sunlight in a 15 foot aura. Allies gain advantage on saving throws against fear and charm. Enemies take 2d8 radiant damage for every turn in the aura.
(Concentration) You mark a creature you can see with the power of Sol. They glow faintly and take 1d6 radiant damage anytime they hit an attack. Anything that attacks this creature also has advantage.