Efreet - Hell's Fire

When you deal damage with a weapon you can add 1d8 to the damage and deal fire damage instead of the weapons regular damage type. This attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use this feature only once on your turn.

Marid - Glacial Grip

While grappling a creature, that is equal or lower to your size, you can use your action to force the creature to make a charisma saving throw again your spell save DC. On a successful save the creature takes 1d6 cold damage. If the creature failed it's save it is petrified to ice for the next minute, or until it takes damage.

Additionally you can breathe air and water.

Levitation Beginning at 1st level, when you are conscious you can levitate up to 10 feet of the ground. While levitating you can move at will at your normal movement. While levitating difficult terrain has no effect on you. When you are at a height that is higher then your levitation range you will fall. While conscious you can levitate again before hitting the ground, only taking half the damage by falling.

Anothers Memories Starting at 6th level, you gain some of the genies memories granting you additional spells. The spells learned don't count against your known spells. Additionally when you use your metamagic with one of these spells the sorcerey points spend are reduced by 2, to a minimum of 1. Genie Spell on 6th Level Spell on 14th Level Spell on 18th Level Dao Erupting Earth Stoneskin Investiture of Stone Djinn Fly Storm Sphere Investiture of Wind Efreet Fireball Wall of Fire Investiture of Flame Marid Wall of Water Ice Storm Investiture of Ice