Summoner
"Whatcha want with me? Espers? Espers, hmm.. haven't heard that word in a long while…"
Espers, Aeons, Eidolons - no matter which world you travel to, there will always be those that seek the power of the strange beasts that dwell in lands beyond most mortal knowing. Occasionally seen bearing horns upon their brow - either in imitation, or as an artifact of the ancient summoner bloodlines - these wizards invoke ancient pacts to rend the battlefield with the strength of power bargained for so many eons ago.
The power of Summon Magic shreds the battlefield with elemental damage without compare for much of the game. The arrogance of each spirit demands multiple abilities all to itself, which means that a Summoner's abilities might lack for variety - but each summon has a unique effect, in addition to its elemental damage, and their ability to sweep the enemy with delay or to reverse the enemy's formation allow them to retain their charm even as ability slots get crowded.
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Equipment
Dagger, Rod, Whip, Staff, Mystic Armor
Bare
Strength: Light, Ranged, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set
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Summoning Magic
Ifrit
AP: 100
Type: Action
Magic, Spell, Elemental: Fire
Target: Group
50D F20 MP: 135 CT20
Ifrit deals (12 x MAG + d12) magical piercing Fire damage to the entire enemy party. In addition, Ifrit also ignores the effects of Shell.
CoS: 100
Adjustment: +45 MP, +6 Power per tier above 1.
Sylph
AP: 100
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 90 CT10
Sylph deals (14 x MAG + 2d12) magical damage to a single target. After damage has been calculated, divide the amount dealt by the number of party members in the Summoner's group, then restore that much HP to each.
CoS: 100
Adjustment: +30 MP, +7 Power per tier above 1.
Ramuh
AP: 100
Type: Action
Magic, Spell, Elemental: Lightning, Effect: Dispel
Target: Group
50D F20 MP: 135 CT20
Ramuh deals (12 x MAG + d12) magical Lightning damage to the entire enemy party and has a 30% CoS to dispel any Enchantments from each target.
CoS: 100
Adjustment: +45 MP, +6 Power per tier above 1.
Carbuncle
AP: 100
Type: Action
Magic, Spell, Enhancement: Reflect
Target: Group
50D F20 MP: 135 CT20
Carbuncle bestows Reflect to the entire party - but with a different timer for each party member. Roll 1d6 per target effected by Carbuncle; this is the timer for their Reflect, though add 1 to the casters timer.
CoS: 100
Adjustment: +45 MP per tier above 1.
Shiva
AP: 100
Type: Action
Magic, Spell, Effect: Delay, Elemental: Ice
Target: Group
50D F20 MP: 135 CT20
Shiva deals (12 x MAG + d12) magical Ice damage to the entire enemy party and delays each target by 5.
CoS: 100
Adjustment: +45 MP, +6 Power per tier above 1.
Leviathan
AP: 100
Type: Action
Magic, Spell, Elemental: Water, Effect: Push
Target: Group
50D F20 MP: 135 CT20
Leviathan deals (12 x MAG + d12) magical Water damage to the entire enemy party and has addition 75% CoS to change which row each target is in.
CoS: 100
Adjustment: +45 MP, +6 Power per tier above 1.
Alexander
AP: 100
Type: Action
Magic, Spell, Elemental: Holy, Effect: Dispel
Target: All
50D F20 MP: 90 CT20
Alexander deals (16 x MAG + 2d12) magical Holy damage to all targets on the battle field and remove all status effects, both positive and negative. Alexander deals -50% damage to the Summoner and his allies. Alexander ignores the Reflect enhancement - striking any target bearing it and removing their statuses as if it hadn't been present.
CoS: 100
Adjustment: +30 MP, +8 Power and +1d12 per tier above 1.
Phoenix
AP: 100
Type: Action
Magic, Spell, Life, Elemental: Fire
Target: All
50D F20 MP: 180 CT20
Phoenix targets everything on the entire battle field, though its effects vary depending on if you are the summoner's ally or enemy. Phoenix deals (10 x MAG + d8) magical Fire damage to the enemies on the field, while any of the Summoner's allies who are currently KO'd are now revived with 10% Max HP.
CoS: 100
Adjustment: +60 MP, +5 Power per tier above 1.
Odin
AP: 125
Type: Action
Magic, Spell, Effect: Death, Elemental: Shadow, Multi-Hit (Consolation)
Target: Group
50D F20 MP: 240 CT20
Odin has a low chance of instantly slaying all foes, instantly reducing them to 0 HP. Targets that are missed by Odin are struck by a second hit for (6 x MAG + 1d6) magical Shadow damage.
CoS: 30, 255
Adjustment: +80 MP, +3 Power per tier above 1.
Bahamut
AP: 100
Type: Action
Magic, Spell,
Target: Group
50D F15 MP: 240 CT30
Bahamut, king of dragons, descends from the sky, unfurling his wings and preparing to unleash his trademark "Mega Flare". After CT30, Bahamut lets loose and deals (18 x MAG + 2d12) magical piercing damage to the entire enemy party.
CoS: 100
Adjustment: +80 MP, +9 Power and +1 die per tier above 1.
Supports
Headsman (Innate)
AP: 125
Type: Support
Any time the Summoner KOs, Ejects or Stones an enemy, the Summoner receives MP equal to his SPR x 6 for each defeated enemy. If the Summoner take an action which deals damage to at least one target, but does not KO any targets, the Summoner recovers 1/3 of this value instead.
Adjustment: +2 power per tier above one.
Channeling
AP: 150
Type: Support
Apply a x0.5 Power multiplier to the MP cost of all the Summoner's abilities.
Reaction
Critical: Recover MP
AP: 100
Type: Reaction
Recovery
Target: Self
Trigger: The Summoner's HP is in SOS
For each turn that the Summoner starts with his HP in SOS, recover 10% of his Maximum MP.
CoS: 100
Traits
Guardian Force Ifrit
AP: 50
Type: Trait
While the Charge Time for Ifrit is active, the Summoner receives a 4/5th's Defense Modifier.
Superior Sylph
AP: 50
Type: Trait
When calculating the amount of HP restored to each party member, act as if the party size was smaller than it actually is by 1 PC.
Guardian Force Ramuh
AP: 50
Type: Trait
While the Charge Time for Ramuh is active, the Summoner receives a 4/5th's Defense Modifier.
Potent Carbuncle
AP: 50
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Carbuncle, and increase it's duration by +(1).
Guardian Force Shiva
AP: 50
Type: Trait
While the Charge Time for Shiva is active, the Summoner receives a 4/5th's Defense Modifier.
Guardian Force Leviathan
AP: 50
Type: Trait
While the Charge Time for Leviathan is active, the Summoner receives a 4/5th's Defense Modifier.
Guardian Force Alexander
AP: 50
Type: Trait
While the Charge Time for Alexander is active, the Summoner receives a 4/5th's Defense Modifier.
Guardian Force Phoenix
AP: 50
Type: Trait
While the Charge Time for Phoenix is active, the Summoner receives a 4/5th's Defense Modifier.
Guardian Force Bahamut
AP: 50
Type: Trait
While the Charge Time for Bahamut is active, the Summoner receives a 4/5th's Defense Modifier.





