You summon forth the power of a chosen element to form a blade in one hand. This magic blade lasts until the spell ends. It counts as a simple melee weapon with which you are proficient and has the Finesse and Light property. The weapon has one of the following properties depending on the element chosen:
Fire: The blade is surrounded by intensely hot flames. It deals 1d8 fire damage and sheds dim light in a 30-foot radius. The fire can ignite any flammable objects that aren't being worn or carried.
Water: The blade is sheathed in freezing cold water. It deals 1d8 cold damage and causes the target's speed to be reduced by 5ft until your next turn.
Air: The blade is composed of a narrow vortex of air. It deals 1d8 slashing damage and has a reach of 10ft.
Lightning: The blade appears as a bolt of lightning. It deals 1d8 lightning damage and sheds dim light in a 15-foot radius. You have advantage on the attack if the target is wearing armor made of metal.
Thunder: The blade is nearly invisible to the naked eye and rumbles with the sound of thunder. It deals 1d8 thunder damage and the target must make a Constitution saving throw against your spell save DC. On a failed save, a creature is pushed 5 feet away from you.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d8.
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