3 charges to use. You unleash a barrage of magic missiles at a target. The target must make a Dexterity saving throw, taking 6d4 bludgeoning damage on a failed save, or half as much damage on a successful save.
At higher levels. The damage increases by 2d4 for each slot higher than 2nd.
5 charges to use. You fire a beam of pure light, incinerating everything in the line of fire. The target must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful save. If this damage reduces the target to 0 hit points, they instantly die without making death saving throws.
5 charges to use. Can only be used once per day. You concentrate flames into white hot points on your fingertips, emitting a beam of fire to slice through your target. The target must make a Dexterity saving throw, taking 6d6 fire damage and 4d4 slashing damage on a failed save, or half as much damage on a successful save. If the target rolls a natural 1 on their saving throw, they lose a body part.