Dice roll lvl 6 ability (d10)

d10 Result

1

Rend

1d10 Slashing 1d10 Piercing

2

Burn

4d4 Fire

3

Purify

2d10 radiant

4

Rot

2d8 necrotic  2d12 if target is below half health

5

Shatter 2d8 thunder damage 3d8 if target is an object or made of inorganic matter

6

Slow
target must make a dex save with a DC equal to 8 + prof bonus + charisma modifier or have movement halved until the end of users next turn

7

Grapple
the target must make a strength or dexterity check with disadvantage against the dice roll users athletics check. if the target fails the undergo the grappled condition their movement is 0 and they cant do any actions requiring multiple hands the grapplers movement is halved and can only use one hand

8

Weaken
the target gets a -2 to strength until the end of Dice Roll users next turn

9

Burden

the target gets a -2 to Dexterity until the end of Dice Roll users next turn

10

Scare

target takes 1d10 psychic damage and must make a dex save with a DC equal to 8 + prof bonus + charisma modifier or be frightened until the end of dice users next turn