Avatar

When in Avatar form, you gain the following traits:

  • Large size
  • 300% hp (multiply current and max hp by 3 when you become an avatar, and divide both by 3 when you stop being an avatar)
  • +50% damage, healing, and shielding
  • Immune to death and loss-of-control effects
  • 50% resistance to all debuffs, as an elite monster

As if that weren't enough, you gain access to the powers below. '''Choose 2, which best represent your deity's portfolio.'''

Darkness

Black Halo
  • Recharge 33%, free, long range; subject suffers heavy shadow damage, plus gains an emanation 2, inflicting medium shadow damage on turn start to self and your enemies. Lasts 5 rounds, stackable; each stack adds +100% ongoing damage and increases radius by 2 squares.

Armor of Darkness
  • Recharge 33%, free, long range; subject gains a single charge which lasts up to 5 rounds, or until used; absorbs 50% of any damaging effect.

Darkwell
  • Recharge 33%, free, long range; single square becomes a well of darkness. Allies may draw from it (free action 1/rd, range 3) to gain +50% damage with shadow spells for 5 rounds (stackable). Lasts 3 rounds.

Magic

Eldritch Flame
  • Recharge 33%, free, long range; subject suffered medium ongoing arcane damage, plus a debuff: on spellcast, subject becomes center of burst 3, inflicting heavy arcane damage (enemies only). Lasts 3 rounds. Debuff and ongoing damage are stackable.

Spell Immunity
  • Recharge 33%, free, long range; subject gains immunity to one named spell for 1 round. Subject also gains debuff, preventing him from being able to become immune to that spell for 5 rounds.

Recharge
  • Recharge 33%, free, long range; you reset the cooldown of a chosen daily power possessed by a creature or magic item. It becomes recharge 33%, and starts out on cooldown.
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