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.