*2nd-level conjuration*
**Casting Time:** 1 action
**Range:** Self
**Components:** S
**Duration:** Concentration, up to 1 hour
You mould pure primordial energy into a solid form, griping it in your hands. You create a simple melee weapon out of four elemental options. You are proficient with this weapon. On your turn, you can take an action to attack with the weapon, using your spellcasting ability modifier for the attack roll. Choose one of the following choices as your weapon:
- **Fire.** You create a mace made of pure fire. On a hit, this weapon deals 1d6 + your spellcasting ability modifier fire damage. Any flammable equipment the target is wearing ignites.
- **Ice.** You create a hand axe made of pure ice. On a hit, this weapon deals 1d6 + your spellcasting ability modifier ice damage. The target must make a Constitution saving throw, or reduce its speed by 10 feet until the end of its next turn.
- **Wind.** You create a spear made of pure wind. On a hit, this weapon deals 1d6 + your spellcasting ability modifier force damage. The target must make a Strength saving throw, or be pushed 10 feet away from you.
- **Lightning.** You create a javelin of pure lightning. On a hit, this weapon deals 1d6 + your spellcasting ability modifier lightning damage. The target must make a Dexterity saving throw, or the target cannot take any reactions until the start of their next turn.
If the weapon leaves your hand, the spell is dismissed. You can also dismiss the spell as an action.
_**At Higher Levels.**_ When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
***Spell Lists.** Druid, Ranger, Sorcerer*