What sort of setting are we talking about here? Classic mid-fantasy D&D? Gritty low-fantasy? High-magic wuxia?
Because whichever way you do it, you're essentially adding hard science to a fantasy game of some level. The effects of high radiation are obvious on advanced life forms (bugs and fungus are surprisingly resilient!). If you were to subject your players to even a few minutes of high-level radiation, the result would almost certainly be a slow, agonizing death. Low level radiation is largely tolerable by most things. Again, bugs and fungus seem to do better under these circumstances, but giant bugs and giant mushrooms aren't exactly uncommon in D&D.
Personally, I'm a big fan of boiling all the "detect" spells into one big "Detect X" wherein players simply declare what it is they're trying to detect, and if it is within range, it is detected. So you could add a spell along those lines of "Detect Radiation", but they'd first need to understand what radiation is. That is, IMO, the harder part, since radiation is a fairly new and fairly scientific concept.
You might want to avoid adding a new energy type, and use necrotic energy for radiation. It serves most of the same functions as actual radiation and is more fitting with a fantasy setting than radiation.
You could run it like a disease or a poison, and thus cover it with the respective Detect and Remove spells. But I don't know if that gets you the same vibe.
But if players are exploring a highly radioactive area...the long and short of things is that if they have to experience things long enough to "figure it out" they're probably going to die.