As an action, you open a minor rift to an elemental plane near a creature that you can touch or see within 10 meters. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 1d8 damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Choose a damage type: acid, cold, fire, or lightning.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).