You create a projectile of elemental magical energy and hurl it at a creature within the spell's range. Make a ranged spell attack against the target.
Air. The projectile is made of electricity. A creature hit by this missile takes 2d8 lightning damage and must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Water. The projectile is made of ice. A creature hit by this missile takes 2d8 cold damage and must succeed on a Constitution saving throw or have its speed halved and attack with disadvantage until the end of its next turn.
Fire. The projectile is made of magma. A creature hit by this missile takes 2d8 fire damage and must succeed on a Dexterity saving throw or catch fire, taking 1d4 fire damage at the start of each of its turns for a number of turns equal to your spellcasting ability modifier. A creature can use its action to extinguish the flames and end the damage.
Earth. The projectile is made of a green, corrosive liquid. A creature hit by this missile takes 2d8 acid damage, and all other creatures within a 5-foot radius must succeed on a Dexterity saving throw or take half of that damage.
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.
* - (une pierre précieuse d'une valeur d'au moins 50 po correspondant au type élémentaire du projectile que vous voulez lancer : un diamant pour l'air, un saphir pour l'eau, un rubis pour le feu, un jais pour la terre)