You conjure a weapon formed from the elements into your hand(s) that lasts for the duration. Each time you cast this spell, or as a bonus action thereafter on each of your turns, you can decide what form and damage type the weapon takes. The weapons form can be that of any weapon you are bonded to, and the elemental weapon mimics all properties of the chosen weapon including its damage die but not its damage type. The ammunition of conjured ranged weapons is magically formed and cannot be exhausted for as long as the spells duration. The weapons damage type can be one of the following, Acid, Fire, Cold, Lightning, or Force. The conjured weapon does bonus damage equal to your intelligence mod + 1d4 damage of the chosen damage type.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the weapon to reappear in your hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus damage increases by an extra 1d4 and the duration of the spell increases by 10 minutes for each slot level above 1st.
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