You evoke an elemental blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. It is considered light.
You can use your action to make a melee spell attack with the blade. On a hit, the target takes 1d8 damage, the type of which is dependent on the element.
Fire: The blade deals fire damage and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can also ignite objects that aren't being worn or carried.
Water: The blade deals bludgeoning damage and wets the target. The target is dried if it receives fire damage. (Resistant to the next fire or acid damage, vulnerable to the next cold or lightning damage)
Ice: The blade deals cold damage. The target makes a CON saving throw and on a failed save its speed is reduced by 10 feet on its next turn.
Lightning: The blade deals lightning damage and sheds dim light in a 10-foot radius. If the target is wearing armor made of metal, the damage die used is a d12.
Thunder: The blade deals thunder damage and has a reach of 10 feet. The target makes a CON saving throw and on a failed save is deafened until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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