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| == '''''@-WILLs''''' == | | == '''''@-WILLs''''' == |
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− | ''Note'' Powers with the word "Spirit" in them require that your companion spirit be present in the battle.
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− | '''Spirit's Fangs'''<br>
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− | Opportunity Attack, Implement, Primal, Spirit<br>
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− | Range: Melee Spirit 1<br>
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− | Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.<br>
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− | Attack: +11 vs. Reflex<br>
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− | Hit: 1d10+6 damage.
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− | '''Stalker's Strike'''<br>
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− | Standard Action, Implement, Primal, Spirit<br>
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− | Range: Melee Spirit 1<br>
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− | Attack: +9 vs. Fortitude. If the Target is bloodied, gain a +3 to the attack.<br>
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− | Hit: 1d10+6 damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
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− | '''Call Spirit Companion'''<br>
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− | Minor Action, Conjuration, Primal<br>
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− | Range: Close Burst 20<br>
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− | Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious, untill you dismiss it (a minor action), or until you use this power again. The spirit occupies 1 square. Enemies cannot move through this space, but allies can. When you take a move action you can also move the spirit a number of squares equal to your speed (7).<br>
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− | The spirit can be targetted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage equal to 13 or higher, the spirit disappears, and you take 8 damage. Otherwise, the spirit is unaffected by the attack.
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− | '''Spirit of the Tempest'''<br>
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− | Standard Action, Implement, Primal, Thunder<br>
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− | Range: Melee 1<br>
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− | Attack: +9 vs. Fortitude.<br>
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− | Hit: 1d8+6 thunder damage.<br>
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− | Effect: One ally within 2 squares of you or your spirit companion can make a saving throw.
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| '''Sensing Eye'''<br> | | '''Sensing Eye'''<br> |