Conjure Elemental
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Conjure Elemental 5e 2024 vs. 2014 edition differences
The 2014 version conjures an elemental with CR 5 or lower, with a 1-hour duration, and the elemental acts independently with commands, becoming hostile if control is broken. The 2024 version conjures an intangible spirit with a 10-minute duration, dealing damage and imposing Restrained condition via Dexterity saves, with damage increasing by 2d8 per slot level above 5.