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Sera:
  The Reach Speaks  
 Bitter blood calls for bitter revenge - and the Reach will speak and make it so.
Hit: The foe is immoblized, save ends.
Miss: Half Damage.
Effect: Until end of encounter she can use the secondary power at will.
Apply Immoblized
Apply Sera can use A Whisper until end of encounter
Sera:
  A Whisper  
 And a clamor.
Trigger: Enemy enters a square adjacent to her.
Hit: The foe is pushed 3 squares.
Special: This power requires The Reach Speaks to be active.
Sera:
  Gunner  
Effect: The next attack Clarity uses on her turn costs a free action instead of its normal action. Only one free action attack may be used on her turn.
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Ayalin:
  Claw  
  agui    Rolled 29 vs. AC    —    8 damage .  
Ayalin:
  Claw  
  agui    Rolled 12 vs. AC    —    13 damage .  
Ayalin:
  Mounted Pounce  
 Cute except for the size and deadlyness
Trigger: Ayalin charges
Effect: Ayalin can make two claw attacks in addition to her rider's charge attack
Ayalin:
  Upset  
 How could they! How mean!
Trigger: Ayalin is bloodied
Effect: Ayalin gets +2 to attack rolls, -2 to defenses and can take an additional move acton per turn
Apply Ayalin gets +2 to attacks and -2 to all defenses plus can make another move action per turn.
Ayalin:
  Mount or Dismount  
 Not HER move action though.
Effect: I remember what sorta action it is!
Sera:
  White Lotus Riposte  
Trigger: Sera hits with an arcane at-will power
Apply The foe takes damage equal to Sera's attack ability mod of the type of damage she did to it if it attacks her
Sera:
  Riposste Hit  
  (4) Io  ( Autohit )    —    5 damage .  
Sera:
  Riposste Hit  
Trigger: Foe attacks her when Riposte'd
  (4) Io  ( Autohit )    —    5 damage .  
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Pell:
  Eldritch Strike  
  aguy    Rolled 18 vs. AC    —    13 Lightning damage .  
Hit: and slide 3 squares.
Special: Counts as a melee basic attack
Polearm Momentum: If the foe is slid 2 or more squares, knock them prone.
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Pell:
  Curse  
 Going to do more damage to them
Effect: Nearest enemy he can see is cursed.
Special: Once per round
Pell:
  Curse  
 Going to do more damage to them
Effect: Nearest enemy he can see is cursed.
Special: Once per round
(3) Blanky McBlankmam  Blanky McBlankmam   Effect: Nearest enemy he can see is cursed.  
Apply Cursed by Pell
Pell:
  Counter Curse  
Trigger: An enemy hits him
Effect: That enemy is cursed even if it's not the closest foe
Apply Cursed by Pell
Pell:
  Battle Awareness  
 Over Here!
Trigger: Adjacent foe shifts or makes an attack that does not include him.
Effect: He makes an eldrich strike as inturrupt
Pell:
  Destiny Inversion  
Apply Ongoing x damage of y type(see note)
Pell:
  Destiny Inversion  
Trigger: He gets hit
Effect: Instead of taking damage from the hit, he gains ongoing damage equal to half the amount he would have taken.
Apply Ongoing x damage of y type(see note)
Pell:
  Infectous Curse  
 A wider curse for special occasions
  (3) Blanky McBlankmam    Rolled 22 vs. Fortitude ( Hit )    —    27 lightning damage .  
Hit: until end of encounter, any foe that starts it's turn adjacent to the target is cursed, also slide foe intMod+1 squares
    Miss: He can take 10 psychic damage to not expend this power and gain a +4 power bonus to hit the same foe with this power until end of next turn.  
Apply Enemies that start adjacent to foe are cursed by Pell
Apply Has +4 power bonus to hit with Infectous Curse vs the foe he missed
Pell:
  Lightning Nova  
  (5) Itzen    Rolled 26 vs. Fortitude ( Hit )    —    12 lightning damage .  
  (4) Magma Beast    Rolled 27 vs. Fortitude    —    12 lightning damage .  
  (7) Val'haren    Rolled 27 vs. Fortitude ( Hit )    —    12 lightning damage .  
  (2) Ayalin    Rolled 34 vs. Fortitude ( Hit )    —    12 lightning damage .  
Polearm Momentum: If the target is pushed or slid 2 or more squares, knock them prone.
    Hit Push the target 3 squares and slide them 2 squares.  
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Pell:
  Conductive Syphon  
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
Effect: The willing ally takes the damage done by the attack, the rest of the effects apply as normal. The ally gets +2 power bonus to attacks, all defenses and +5 to damage until end of next turn.
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
Effect: The willing ally takes the damage done by the attack, the rest of the effects apply as normal. The ally gets +2 power bonus to attacks, all defenses and +5 to damage until end of next turn.
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
(5) Itzen  Itzen   Effect: The willing ally takes the damage done by the attack, the rest of the effects apply as normal. The ally gets +2 power bonus to attacks, all defenses and +5 to damage until end of next turn.
 
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Conductive Pillar  
 A burst of lightning envelops him and his foes
  (3) Blanky McBlankmam    Rolled 16 vs. Will ( Hit )    —    18 lightning damage .  
  (5) Itzen    Rolled 28 vs. Will ( Hit )    —    12 lightning damage .  
Hit: Slide foe 2 squares and apply curse
Miss: Half damage and apply curse
Effect: Until end of encounter, any cursed foe attacking him takes 1 psychic damage
Polearm Momentum: Anyone slid 2 or more squares is knocked prone at the end of the movement
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Apply Cursed by Pell
Apply Cursed foes attacking him take 1 psychic damage
Pell:
  Conductive Pillar  
 A burst of lightning envelops him and his foes
  (3) Blanky McBlankmam    Rolled 29 vs. Will ( Hit )    —    11 lightning damage .  
  (5) Itzen    Rolled 23 vs. Will ( Miss )    —    11 lightning damage .  
Hit: Slide foe 2 squares and apply curse
Miss: Half damage and apply curse
Effect: Until end of encounter, any cursed foe attacking him takes 1 psychic damage
Polearm Momentum: Anyone slid 2 or more squares is knocked prone at the end of the movement
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Apply Cursed by Pell
Apply Cursed foes attacking him take 1 psychic damage
Pell:
  Superconductive  
 Ppolarizing the foe for special occasions
  (3) Blanky McBlankmam    Rolled 28 vs. Fortitude ( Hit )    —    15 lightning damage .  
Hit: until end of encounter, any foe that starts it's turn adjacent to the target is conductive, also slide foe intMod+1 squares
Polearm Momentum: If this slides the foe 2 squares or more the foe is also knocked prone.
    Miss: He can take 10 psychic damage to not expend this power and gain a +4 power bonus to hit the same foe with this power until end of next turn.  
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Apply Enemies that start adjacent to foe are cursed by Pell
Apply Has +4 power bonus to hit with Infectous Curse vs the foe he missed
Pell:
  Superconductive  
 Polarizing the foe for special occasions
  (3) Blanky McBlankmam    Rolled 22 vs. Fortitude ( Hit )    —    25 lightning damage .  
Hit: Until end of encounter, any foe that starts it's turn adjacent to the target becomes conductive, also slide foe intMod+1 squares
Polearm Momentum: If this slides the foe 2 squares or more the foe is also knocked prone.
    Miss: He can take 10 psychic damage to not expend this power and gain a +4 power bonus to hit the same foe with this power until end of next turn.  
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Apply Enemies that start adjacent to foe are made conductive by Pell
Apply Has +4 power bonus to hit with Superconductive vs the foe he missed
Pell:
  Reverse Polarity  
 A new switcharoo
  (3) Blanky McBlankmam    Rolled 28 vs. Fortitude ( Hit )    —    17 lightning damage .  
Hit: Pell ends one effect on them a save can end and the hit foe gains it until end of next turn. Also slide the foe 1 square.
Pell:
  Dimentional Grounding  
 No tricks are allowed in this area.
Effect: Creates a zone until end of next turn. Foes in the zone are unable to shift, teleport, or benefit from invisiblity, concealment or total concealment.
Sustain (Minor): The zone persists for another turn.
Pell:
  Unstopable Bolt  
  (3) Blanky McBlankmam    Rolled 30 vs. Will ( Hit )    —    23 lightning damage .  
Hit: The foe loses all resistances and immunities (save ends) and is slid 1 square. They take a -2 to the first save vs this effect.
    Miss: He can take 10 psychic damage to not expend this power and gain a +4 power bonus to hit the same foe with this power until end of next turn.  
Apply Loses all resistances and immunities Foe has a -2 to the first save vs this.
Apply Has +4 power bonus to hit with Unstopable Bold vs the foe he missed
Pell:
  Lightning Nova  
  (3) Blanky McBlankmam    Rolled 28 vs. Fortitude ( Hit )    —    18 lightning damage .  
Polearm Momentum: If the target is pushed or slid 2 or more squares, knock them prone.
    Hit Push the target 3 squares and slide them 2 squares.  
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Pell:
  Conductive Pillar  
 A burst of lightning envelops him and his foes
  (3) Blanky McBlankmam    Rolled 23 vs. Will ( Hit )    —    16 lightning damage .  
Hit: Slide foe 2 squares and apply curse
Miss: Half damage and apply curse
Effect: Until end of encounter, any cursed foe attacking him takes 1 psychic damage
Polearm Momentum: Anyone slid 2 or more squares is knocked prone at the end of the movement
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Apply Made conductive by Pell
Apply Conductive foes attacking him take 1 psychic damage
Pell:
  Lightning Cage  
  (3) Blanky McBlankmam    Rolled 26 vs. Fortitude ( Hit )    —    18 lightning damage .  
Apply If they move, they take 2d6 lightning damage and Pell gets +2 to his next attack vs it
Pell:
  Lightning Cage  
  (3) Blanky McBlankmam    Rolled 28 vs. Fortitude ( Hit )    —    16 lightning damage .  
Hit: Slide the foe 1. If it moves before the start of your next turn, it takes 2d6 lightning damage and you get a +2 to your next attack vs it.
Apply If they move, they take 2d6 lightning damage and Pell gets +2 to his next attack vs it
Pell:
  Double Strike  
 Lightning often strikes twice!
  (3) Blanky McBlankmam    Rolled 30 vs. Reflex ( Hit )    —    12 lightning damage .  
Hit: If Pell takes damage before the end of their next turn, the foe takes another 1d6+con
Pell:
  Double Strike  
 Lightning often strikes twice!
  (3) Blanky McBlankmam    Rolled 22 vs. Reflex ( Hit )    —    14 lightning damage .  
Hit: If Pell takes damage before the end of their next turn, the foe takes another 1d6+con lightning damage
Apply If Pell takes damage, this foe takes 1d6+con mod lightning damage
Pell:
  Conductive Consumption  
    Effect Pell gains 5 temp hp.  
Pell:
  Conductive Consumption  
 The magics, not quite spent, form a barrier
    Effect: Pell gains 5 temp hp.  
Pell:
  Conductive Consumption  
 The magics, not quite spent, form a barrier
    Effect: Pell gains 10 temp hp.  
Pell:
  Conductive Consumption  
 The magics, not quite spent, form a barrier
Trigger: A conductive foe is reduced to 0 hp or fewer.
    Effect: Pell gains 10 temp hp.  
Pell:
  Resist Betrayal  
Pell:
  Resist Betrayal  
 You can't make me.
Effect: Pell has a -5 to attack rolls vs allies
Pell:
  Imbue Suffering  
 The effect transfers out of my body and into yours, and you are sad.
Trigger: Pell hits with an attack
Effect: Pell transfers one condition or instance of ongoing damage to the target: that condition retains it's original duration.
Pell:
  Long-range Conductive  
 Going to do more damage to them
(3) Blanky McBlankmam  Blanky McBlankmam   Effect: One enemy he can see is conductive.  
Apply Made conductive by Pell
Pell:
  Shadow Walk  
Trigger: Pell moves 3 squares or more away from his starting position on his turn.
Effect: Pell gains partial concealment until end of next turn.
Apply Partial Concealment
Pell:
  Conductive Syphon  
 The foe's attack slides off of him and empoweres his ally
Trigger: An attack damages Pell
(5) Itzen  Itzen   Effect: The willing ally takes the damage done by the attack, the rest of the effects apply as normal. The ally gets +2 power bonus to attacks, all defenses and +5 to damage until end of next turn.
 
Apply Gains +2 to attack rolls, +2 to all defenses and +5 to damage.
Pell:
  Bloodhunt  
Pell:
  Bloodhunt  
Effect: Pell has +1 to attacks vs bloodied foes
Pell:
  Lightning Crash  
 Become a Bolt and strike with great force
  (3) Blanky McBlankmam    Rolled 28 vs. AC ( Hit )    —    12 lightning damage .  
Effect: Fly up to your speed+2 and make the attack at any point during it.
Polearm Momentum: If the foe is slid 2 or more squares, knock them prone.
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Pell:
  Lightning Crash  
 Become a Bolt and strike with great force
  (3) Blanky McBlankmam    Rolled 25 vs. AC ( Hit )    —    16 lightning damage .  
Effect: Fly up to your speed+2 and make the attack at any point during it.
Polearm Momentum: If the foe is slid 2 or more squares, knock them prone.
    Hit: Slide the foe 7 squares.  
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Sera: lmao every single time I've seen you roll an attack roll it always rolls the lowest possible roll
Sera: Most of them anyway
Pell:
  Infernal Wrath  
Trigger: A foe damages him
(5) Itzen  Itzen   Effect: Triggering foe takes 1 fire damage  
Pell:
  Infernal Wrath  
Trigger: A foe damages him
(5) Itzen  Itzen   Effect: Triggering foe takes 3 fire damage  
Pell:
  Second Wind  
    I can spend a healing surge to regain + 19 hit points, and I get +2 to all defenses until start of next turn.  
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Sera: I forget
Sera: Does everyone get a second wind
Pell:
  Second Wind  
    I can spend a healing surge to regain + 19 hit points, and I get +2 to all defenses until start of next turn. I also can push each adjacent creature 1 square.  
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Pell: ya it's just usually bad to use
Sera: Why's that?
Pell: since it's a standard action that you aren't really doing something particularly useful for
Sera: I just remember pretty much only fighters had it in 5e
Sera: I guess it's good in the case you're risking death if you don't do it
Pell: I mean you might be dropped but assuming someone can stand you back up you are wasting a turn not making enemies deader
Sera: I guess it depends on the situation
Pell: it's mostly useful if you can use it as not a standard action or you just have nothing else you could do with your standard action
Pell: also an adjacent ally can use a standard action and make a somewhat trivial heal check to make you spend your second wind
Pell: it's like dc 10 so it becomes quickly unfailable
Pell: but wew, Pell grant holder in a disadvantage community for 3 or more years done
Sera: lol
Sera: Where is his token at
Sera: nm found it
Pell: also he's super red so I'm going to absoulty always imagine his theme song being the one from metallic rogue
Sera: I am unfamiliar
Pell: Took an extended rest.
HP: 77 / 77— Surges: 11 / 11 — APs: 1 — Daily Items: 1
Lucky: Took an extended rest.
HP: 73 / 73— Surges: 6 / 6 — APs: 1 — Daily Items: 1
Pell:
  Imbue Suffering  
 The effect transfers out of my body and into yours, and you are sad.
Trigger: Pell hits with an attack
Effect: Pell transfers one condition or instance of ongoing damage to the target; that condition retains it's original duration.
Sera: Took an extended rest.
HP: 77 / 77— Surges: 11 / 11 — APs: 1 — Daily Items: 1
Ayalin: Took an extended rest.
HP: 98 / 98— Surges: 5 / 5 — APs: 1 — Daily Items: 1
Itzen: Took an extended rest.
HP: 69 / 69— Surges: 7 / 7 — APs: 1 — Daily Items: 1
Vul: Took an extended rest.
HP: 76 / 76— Surges: 11 / 11 — APs: 1 — Daily Items: 1
Pell: Prolly Vul and Ra too lol
Ra'ven: Took an extended rest.
HP: 70 / 70— Surges: 8 / 8 — APs: 1 — Daily Items: 1
Pell: nm you already had it
Ra'ven: basically I didn't save for some reason last time but we didn't actually fight or anything
Pell: Yeah I never bothered until we were actually gonna be risking combat
Itzen: woo
Itzen:
  Necklace of Calamity Avoidance  
 Know whats coming and prepare
Effect: She gets resistance to her choice of one of the following till next long rest:
Apply Resist 5 fire
Apply Resist 5 Poison
Apply Resist 5 cold
Apply Resist 5 acid
Apply Resist 5 lightning
Pell: How long have you been waiting to use Itzen btw
Itzen: I mean, a long time cause we sorta have large gaps between games and sometimes takes a while
Pell: Yeah
Itzen: since before we got leveled from 8
Pell: I mean Pell has been 8 months, I think I saw Itzen well before that
Itzen: I posed her character info in 11/16 of last year
Pell: Gotcha
Pell: Glad she's finally herer
Itzen: maybe!
Itzen: and then I can find out if her build even works
Pell: I mean I'm glad, I like getting to know y'alls characters, especially new ones
Pell: Hopefully she'll work!
Itzen: she's an avenger/wizard
Pell: Nice
Itzen: with some invoker
Itzen: basically she hits a foe with a sword if she's not surrounded, or blows up a big group of people if she is
Pell: lmao nice
Itzen: and has some off-leadery abilities
Itzen:
  Scatter  
 This foe is all alone, now.
  (6) Derghodemon 1    Rolled 24 vs. AC    —    19 damage .  
    Hit: All foes within 2 of the target are teleported 6 squares.  
Itzen:
  Glorious Presence  
 The Gaze of the Wolf is Upon us!
  (6) Derghodemon 1    Rolled 20 vs. AC    —    18 radiant damage .  
  (18) Purge Demon 2    Rolled 28 vs. AC    —    18 radiant damage .  
  (16) Seeker's Kinetic Wave    Rolled 16 vs. AC    —    18 radiant damage .  
Hit: and the foe is pushed up to 4 squares
    Effect: She and her allies in the burst gain 5 thp.  
Itzen:
  Howl  
 Awoooooo~!
  (6) Derghodemon 1    Rolled 22 vs. Fortitude    —    12 thunder damage .  
  (18) Purge Demon 2    Rolled 23 vs. Fortitude    —    12 thunder damage .  
  (16) Seeker's Kinetic Wave    Rolled 25 vs. Fortitude    —    12 thunder damage .  
Hit: she pushes the foe 4 squares
Itzen:
  Magic Weapon  
 Wow this power is popular
  (6) Derghodemon 1    Rolled 22 vs. AC    —    13 damage .  
Hit: Adjacent allies gain +1 to hit and +4 to damage until end of next turn
Apply +1 to hit and +4 to damage
Itzen:
  The Wolf's Gaze  
 She looks down upon all, but here she focuses.
  (6) Derghodemon 1    Rolled 30 vs. AC    —    14 radiant damage .  
Effect: Creates a burst 2 zone centered on the target until end of encounter that moves with it. All her attacks vs foes in that zone do an additional 1d6 radiant damage.
Itzen:
  Fourfold Invocation of Doom : burst 10  
 The storm of the Auric, The silence of the Patina, The wild of the Argent, The war of the Electrum
  (6) Derghodemon 1    Rolled 27 vs. Will  
  (18) Purge Demon 2    Rolled 26 vs. Will  
  (6) Derghodemon 1    Rolled 27 vs. Will  
  (16) Seeker's Kinetic Wave    Rolled 27 vs. Will  
Hit: Dazed save ends
Miss: Dazed until end of next turn
Effect: Untill end of encounter, any creature that hits or misses her takes 5 psychic damage.
Apply Dazed save ends
Apply Dazed until eont
Apply Enemies that hit or miss Itzen take 5 psychic damage
Itzen:
  Heaven's Howl  
 A bolt of lightning strikes a foe and the resulting howl lingers on her allies strikes
  (6) Derghodemon 1    Rolled 14 vs. Reflex    —    23 lightning damage .  
Effect: The burst creates a zone of thunder that lasts until the end of the encounter. Any ally deals 1d6 extra thunder damage when they hit an enemy that is within the zone.
Itzen:
  Explain Weakness  
 Just becaue you point it out doesn't mean the foe can adapt to it.
(18) Purge Demon 2  Purge Demon 2   Effect: The target gets + 5 damage vs Itzen's oath target until end of her next turn.  
Apply Gain +5 damage vs Itzen's oath target
Itzen:
  Rising Anger  
 Getting in her way will just make her hit harder
Trigger: She gets hit by a foe that isn't her oath target.
Effect: She gains a cumlative +4 damage to damage rolls vs her oath target until end of her next turn
Apply She gains +4 to damage rolls vs her oath target per hit
Itzen:
  No escape  
 Hey, get back here!
Trigger: Oath target ends their turn within 5 of her but not adjacent to her.
  (6) Derghodemon 1    Rolled 33 vs. AC    —    8 damage .  
Effect: Before the attack, she teleports to a square adjacent to the target
Itzen: waitamin that's wrong
Itzen:
  No escape  
 Hey, get back here!
Trigger: Oath target ends their turn within 5 of her but not adjacent to her.
  (6) Derghodemon 1    Rolled 29 vs. AC    —    9 damage .  
Effect: Before the attack, she teleports to a square adjacent to the target
Itzen:
  Energy Barrier  
 Her shield crackels with arcane might, darting back and forth.
Trigger: She is hit by an attack
Effect: She gains +5 to ac and reflex until end of her next turn
Apply +5 power bonus to Ac and Reflex
Itzen:
  Mind over matter  
 Dodging is merely a state of mind.
Effect: She gets +3 to all defenses untill the end of her next turn
Apply +3 to all defenses
Itzen:
  Storm Smite  
 It's twin gems match the wolf, it's gaze protects the chosen.
Trigger: An enemy within 10 squares hits her with an attack.
Effect: The enemy takes 10 lightning and thunder damage
Special: If the triggering attack was lightning or thunder, this power is not expended.
Itzen:
  True Tongue of Calamity  
 The weight of her words on those from Elsewhere is heavy
Trigger: She makes an intimidate or diplomancy check against a target that isn't natural origin
Effect: She uses arcana instead with a +2 bonus to the check
Itzen:
  Wear Wolf (fancy)  
 Half Wolf, Half Elf. Big eyes, ears, sharp teeth, the works. Too fuzzy to be embarased.
Effect: She turns into a werewolf, gains bite and +2 power bonus ac and fort
Apply Is a wolf, +2 power bonus to AC and Fort
Itzen:
  Wolf Gloves  
 Fuzzy and warm
Trigger: She makes a melee attack in beast form having combat advantage
    Effect: She does an additional 4 extra damage.  
Itzen:
  Arcane Might  
 A spell for everything!
Effect: She can use one of her arcane might powers before end of encounter.
Itzen:
  Arcane Might: Lesser Dimentional Step  
Trigger: She hits with a basic attack
Effect: The attack does another 1w and she and an ally within 5 can teleport to squares adjacent to the foe.
Itzen:
  Arcane Might: Spike Wire  
 Surrounded by lightning teeth
  (6) Derghodemon 1    Rolled 15 vs. Fortitude    —    10 force damage .  
Hit: and until end of her next turn, any attack vs target deals extra damage equal to her wis mod
Apply Takes WisMod (5) extra damage from attacks
Itzen:
  Arcane Might: Glorious Presence  
 The Gaze of the Wolf is Upon us!
  (6) Derghodemon 1    Rolled 27 vs. AC    —    14 radiant damage .  
  (18) Purge Demon 2    Rolled 25 vs. AC    —    14 radiant damage .  
  (16) Seeker's Kinetic Wave    Rolled 27 vs. AC    —    14 radiant damage .  
Hit: and the foe is pushed up to 4 squares
    Effect: She and her allies in the burst gain 5 thp.  
Itzen:
  Bite  
 NOM
  (6) Derghodemon 1    Rolled 21 vs. AC    —    6 damage .  
Hit: She marks the target till end of her next turn.
Apply Target takes -3 to attack rolls that don't include her
Apply Grabbed till start of her turn
Itzen:
  Wolf Healing  
 Feelin' hungry
Effect: As long as she remains in beast form she gains regen 2 when bloodied. Additionally her bite now grabs hit foes until end of next turn.
Apply Regeneration 2 and can grab with bite
Itzen:
  Spikey Sheild  
 Sharp edges, good thing nobody touches it.
Trigger: She or someone she has grabbed escapes
    Effect: Foe takes 7 damage  
Itzen:
  Wolflight: Eyes Open  
 A blade of piercing light
Effect: All damage delt with this sword is radiant, as a free action once per round she can swap modes
Itzen:
  Wolflight: Eyes Closed  
 A blade of darkness
Effect: All damage delt with this sword is necrotic, as a free action once per round she can swap modes
Itzen:
  Eyepatch of Power  
 A promise of violence
Trigger: She hits with an implement attack
Effect: She gains a +2 bonus to melee weapon damage until the end of her next turn
Itzen:
  Blessing of Faith  
 Is it really faith if it gives you obvious rewards?
Effect: She can use a 2 handed weapon and a heavy sheild at the same time. Ranged or area implement attacks by her don't provoke.
Itzen:
  Fleet of foot  
Trigger: She shifts
Effect: She gets a +1 item bonus to ac and reflex until end of next turn
Apply Has +1 item bonus to ac and reflex
Itzen:
  Cult of Wolf Tactics  
 Surround her prey.
Trigger: She uses a daily or encounter attack
Effect: Before the attack she or an ally within 5 can shift 1, or shift 2 if it ends with her flanking a target.
Itzen:
  Wolven Storm Shield  
 It's eyes crackle and it's teeth are sharp.
    Effect: When she escapes from a grab on her turn or a foe escapes from her grab they take 7 damage.  
Itzen:
  Shift 2 squares  
 I shift 2 squares in time of peace and 2 in time of war~
Effect: Shifts 2 squares
Itzen:
  Necklace of Calamity Avoidance: Blessing  
 Share one's knowledge
Effect: She loses the resistance gained by this item for the encounter but one ally within 5 gains it untill end of encounter.
Apply Resist 5 fire
Apply Resist 5 Poison
Apply Resist 5 cold
Apply Resist 5 acid
Apply Resist 5 lightning
Riot is disconnected.
Itzen: Took an extended rest.
HP: 69 / 69— Surges: 7 / 7 — APs: 1 — Daily Items: 1
=^v^= is disconnected.