Create a water appendage that protrudes from the casting creature. The limb can manipulate objects, such as opening an unlocked door, pouring liquid out of vials, and carrying small objects weighing no more than 5 lbs. All objects manipulated in this way become extremely wet.
As a bonus action, you may use the limb to make a melee spell attack against any creature within 10 ft. This attack deals 1d4 bludgeoning damage + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for every two slot levels above 1st.
With a lightning-fast movement of the caster's arm, a whip of magical fire extends from your wrist, lashing a creature that makes a movement within 30 ft. of the caster. The creature must make a Dexterity saving throw. It takes 2d8 fire damage on a failed save and becomes grappled until your next turn. On a successful save, the creature takes half as much damage and avoids being grappled.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Drain the soul of a creature within range, causing them to take 2d10 necrotic damage and they must make a Constitution saving throw. On a successful save, the creature takes half the damage. You then regain hit points equal to the damage dealt as a result of this spell. If a creature is killed by this spell, learn one of the creature's languages and a random skill they possess until you kill another creature with Soulpurge.
Choose up to two willing creatures you can see within range. For the duration, when an affected creature makes a damage roll, they may deal an additional 1d6 fire damage.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, dcreatures deal an additional 1d6 fire damage for each slot level above 2nd.