Eidolons

Eidolons

Eidolons - sometimes called Espers, Aeons, Guardian Forces, or simply just Summons - are powerful beings that are summoned to do battle along side the Eidolon summoner. When the Eidolon system is in use, each player will create their own Eidolon by picking and choosing from the list of options below. Each Eidolon is composed of four individual parts; it's Paradigm - which determines the attributes and abilities available to the Eidolon, it's Rank - which determines how much you can modify the Eidolon's paradigm as well as how costly it is to summon forth, it's Finisher Effect - which is a powerful attack performed once by the Eidolon, and it's Finisher Ceremony - which provides bonuses to the Finisher Effect when certain conditions are met. The level and tier of the Eidolon is equal to that of its PC's.

Eidolon are summoned using a resourced called EP, which is shared between the party as a whole. A party can have up to 20 EP stored, total, and receives 1 additional EP for every battle that they emerge victorious from, as well as 1 EP for every Ceremonial Charge that was on the Eidolon when the Finisher was performed.. The amount of EP needed in order to call forth an Eidolon is determined by it's Rank, as well as the Rank of the Eidolon granting special bonuses. The same ability may be taken twice with different status options

Totals
Rank 1 2 3 4
EP Cost 8 10 12 14
Additional Effects None. [Status] when at Max HP. One Rank 2 or lower Ability. +1 MAG/ATK/SPD when Calculating Finisher damage. Starts Battle With [Status] (7). [Status] when at Max HP. One Rank 3 or lower Ability. One Rank 2 or lower Ability. +2 MAG/ATK/SPD when Calculating Finisher damage. Gains Auto [Status] One Rank 4 or lower Ability. One Rank 3 or lower Ability. One Rank 2 or lower Ability. +3 MAG/ATK/SPD when Calculating Finisher damage.

Calling forth your Eidolon is a 40D F15 action performed by the character, which noticeably lacks any keywords and thus cannot be sealed or prevented. When the Eidolon is brought forth, all other party members except for the summoner are removed from the battle field, and the Summon gains both a Activity Timer equal to 25, and a bonus of +50 HP per tier for each party member removed, applied and calculated before anything else is done.

Eidolons are always summoned with their HP set to its maximum value. When the other party members are removed from the battle field, do not remove their turn markers. Instead, each time another PC would have acted, they instead choose an abilities from the Eidolon's list and perform it instead, effectively choosing and deciding a turn for the Eidolon, often in rapid succession. Each time the Eidolon takes a turn, regardless of which PC took it, all status timers tick down by one. When the Eidolon's Activity Timer is reduced to zero, the Eidolon is immediately removed from the battle field, and the rest of the party is returned - reducing the Eidolon to 0 HP and KOing it has this effect as well. If the Eidolon's summoner is KOed, the Eidolon is also immediately removed from the battle field and the rest of the party member is returned, while the summoner himself has a 100% Life effect applied to him, and MP restored to maximum values. Eidolons are also Immune to Death, Eject, and Near-Fatal effects, as well as the status conditions Stone, Condemn, Confuse and Charm. And as a note about Delay effects - when an Eidolon is effected by one, all party members currently taking turns for the Eidolon have their delay increased rather than a single one. Quicken, on the other hand, would only target a single controller, and not all of them.

Each Eidolon also has a powerful Finisher attack - use of it immediately dismisses the Eidolon as well, removing it from the battle field while returning the formerly displaced party members. The Finisher is somewhat unique, in that while it is a 50D F0 action which is performed by the Eidolon's summoner, the ability uses the Eidolon's properties, attributes, ( both for the damage and the delay ) and statuses, and not those of the Summoner. Think of the Finisher as being an action the Eidolon performs using the Summoner's turn, at the Summoner's request. The Finisher cannot be sealed, as well.

PARADIGMS

A list of Paradigms to choose from is given below. All Eidolons have one and no more paradigm. An Eidolon's Base HP is equal to 200 + (Vit x 3) x Level, with a possible bonus existing due to paradigm. Everything performed by the Eidolon is done with the attribute values provided by the Eidolon's paradigm - damage and delay included - regardless of who's turn marker is used to perform the action. Eidolons also intentionally lack a SPR score, as none of their abilities require MP to use.

A certain amount of room is left for personalization of Eidolons. Firstly, the player is allowed to pick the elemental affinities for it. Anytime you see [Element 1] - the word 'element' followed by a number inside of brackets - replace it with one of the six elements (Fire, Ice, Water, Lightning, Holy, Shadow), and every other instance of the same number with the same element. No element can be selected for two separate numbers.
Additionally, many abilities are written with statuses inside of brackets as such: [Brave/Accuracy Up/Critical Up]. When first building the Eidolon, select one of the statuses inside - each time the move is used, that status and only that status is the one which is attempted to be inflicted or bestown. If two or more sets of brackets are presented, pick a single status from each set to use.

Additionally the only Basic action they are capable of performing is "Row Shift", but none of the others. When Berserked, use the "Attack" ability for each Eidolon.

Bruiser

13 ATK, 9 VIT, 5 SPD, 5 MAG.
R: [Element 1]
+50 HP per tier.
Bonus Status: [Brave/Critical Up]
When using the various "Combo" attacks, all additional bonuses from hitting with a combo is granted to any other ability with the word "Combo" in it, so long as the Eidolon continue to target the same enemy with its actions. The Combo attack needs to hit in order for its Combo effect to be added to further attacks in the combo gain, but simply missing does not break the combo chain. If the Eidolon targets anything but the original enemy, all bonuses granted from previous combos are instantly lost. Additionally, if the enemy targets the Eidolon with any Single Target ability, the combo bonuses are instantly lost. All combo bonuses stack.

Ability Delay CoS Target Keywords Effect
Attack 60D 85 Single Technique, Weapon Deals ATK x [5 + 5xTier] + d12 physical damage.
Probing Combo 40D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage. Combo Effect: Gain Accuracy 1.
Seeking Combo 40D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage. Combo Effect: Gain Critical 1.
Bruising Combo 40D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage. Combo Effect: Gain a +25% situational damage modifier to physical damage.
Splash Combo 40D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage. Combo Effect: Gain a hit of MAG x [2 + 2xTier] piercing magical [Element 1] damage, which is dealt to all enemies other than the Combo target.
Taunt 40D 100 Self Magic, Stance The Summoner gains a 3/4th Defense Factor until the Eidolon's next turn. If an enemy acts between the use of Taunt and the Eidolon's next turn and does not target the Eidolon with an ability, the Eidolon's action on its next turn gains a +50% situational damage modifiers and 2 ranks of critical if they target that same enemy.
Shrug Off 50D 100 Self Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP, and lowers negative status effects by (1).
Rank 2 Abilities
Throw 50D 85 Single (Front Row) Technique, Weapon, Effect Deals ATK x [4 + 4xTier] + d10 physical damage, and Pushes the target into the back row.
Grapple 50D 80 Single (Back Row) Technique, Weapon, Effect Deals ATK x [4 + 4xTier] + d10 physical ranged damage, and Pushes the target into the front row.
Rank 3 Abilities
Staggering Combo 50D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage. Combo Effect: Each physical hit delays the target by 1.
Wild Combo 50D 40 Single Technique, Weapon Deals ATK x [4 + 4xTier] + d10 physical damage. Combo Effect: Gain Accuracy 1, Critical 1, and a +25% situational damage modifier to all damage.
Rank 4 Abilities
Pump U 50D 100 Group Magic, Recovery, Enhancement Restores MAG x [5 + 5xTier] + d8 HP and bestows [Brave/Faith/Haste] (4)
Bind 50D 80 Single Magic, Status Inflicts Immobilize (6) and [Deprotect/Deshell/Evasion Down] (6).

Caster

6 ATK, 6 VIT, 8 SPD, 12 MAG.
13/9/5/5
W: [Element 1], [Element 2], [Element 3], [Element 4]. A: [Varies]
+2 Ranks of M.Armor per tier.
Bonus Status: [Faith/Haste]
The Caster paradigm behaves different from most, in that its four elemental affinities are variable. Any time the Eidolon performs an elemental attack, its affinity towards that element is changed from Weak to Absorb; the Eidolon then continues to Absorb this elemental until it cast another type of elemental spell, at which point the new element is what the Eidolon gains an Absorbency to, while the prior element reverts back to Weak.
Most of the abilities for the Caster require "Mana" to use, while a handful of abilities generate Mana instead. The Eidolon can have up to a maximum of 10 Mana at any given time, and cannot use abilities which require Mana without expending it.
Anytime the Summoner is struck for HP or MP damage, the Eidolon gains 2 Mana. Additionally, the Summoner can use any Mana restoring ability or an MP restoring item of the highest type that the Summoner may purchase on the Eidolon to grant it 1 Mana.

Ability Delay CoS Target Keywords Effect
Attack 50D 85 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage and the Eidolon gains 1 Mana.
Gather Power 30D 100 Self None The Eidolon gains 1 Mana.
[Element 1] Shard 50D 100 Single Magic, Spell, Elemental Cost 1 Mana. Deals MAG x [6 + 6xTier] + d10 magical [Element 1] damage.
[Element 1] Fragments 50D 100 Group Magic, Spell, Elemental Cost 1 Mana. Deals MAG x [4 + 4xTier] + d6 magical [Element 1] damage.
Rending [Element 2] 50D 80 Single Magic, Spell, Elemental, Status Cost 2 Mana. Deals MAG x [6 + 6xTier] + d8 magical [Element 2] damage and Inflicts [Deshell/Deprotect/Slow] (4).
Delayed [Element 3] Blast 40D 100 Group Magic, Spell, Elemental Cost 3 Mana. All Eidolon Turn Markers are delayed by 10, as if they were all performing a CT. When the turn that started Delayed Blast reaches zero again, deal MAG x [6 + 6xTier] + [1+Tier]d10 magical [Element 3] damage.
[Element 4] Lance 50D 100 Single Magic, Spell, Elemental Cost 4 Mana. Deals MAG x [7 + 7xTier] + d12 magical [Element 4] damage. Situational modifiers attached to Lance are doubled. (Hitting a weakness would grant +100% damage, while Shell would grant -50% damage, the bonus from Faith becomes +50%, etc.)
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Rank 2 Abilities
Blood Price 40D 100 Self None Reduce the Eidolon's HP by 25% of its Maximum HP. The Eidolon gains 4 Mana.
Rearrange 50D 100 Single Technique Cost 2 Mana. The Eidolon gains full control of its positive and negative statuses, as well as the selected targets. The Eidolon can then move both statuses and timers around as it fits, so long as the status timers still add up to the same overall total value. (For example, say the Eidolon was inflicted with Poison (5), Haste (2), Faith (2), Protect (3) and Deshell (3); and the target has Sap (2), Faith (1), and Deshell (2). After rearranging, the Eidolon can decide that is now has Poison (1), Haste (2), Faith (3) and Protect (3), while the other target has Poison (4), Sap (2), and Deshell (5).)
Interception 100 Single Magic Reaction: Cost 4 Mana, When the Summoner suffers damage, you can choose to grant the Summoner a 2/5ths Defense Factor when determining damage for the attack.
Rank 3 Abilities
[Element 2] Tranquility 50D 100 Single Magic, Spell, Elemental Cost 2 Mana. Deals MAG x [4 + 4xTier] magical [Element 2] damage, and for the targets next (4) turns, it becomes Neutral to all elements. After the four turns pass, the target regains its normal elemental affinities.
[Element 1] Impact 50D 80 Single (Front Row) Magic, Spell, Elemental, Effect Cost 2 Mana. Deals MAG x [6 + 6xTier] magical [Element 1] damage, Pushes the target into the back row, and delays it by 10.
Rank 4 Abilities
[Element 4] Sacrifice 60D 100 Special Magic, Elemental Cost 4 Mana on the first action. Cost 1 mana if the second action is performed, when it's performed. Sacrifice can only be used on targets in SOS; when Sacrifice is initially used, one enemy is marked as a sacrifice. The second action can only be performed by the Eidolon Turn Marker which declared the sacrifice, though when used it deals MAG x [11 + 11xTier] + d12 magical [Element 4] damage to the enemy group. Sacrifice fails if the marked target perishes before the second action.
[Element 3] Armageddon 50D 100 Single Magic, Elemental Cost 5 Mana. Has a CT20, applied only to the Eidolon Turn Marker which selected the ability. Mana cost are paid when the CT is declared. Deals MAG x [8 + 8xTier] + d12 magical [Element 3] damage. While charging, Armageddon receives a potential +200% situational damage modifier; however each time an ability damages the Eidolon during the CT, -50% is subtracted from the situational modifier.
[Element 1] Fury 60D 100 Random Magic, Elemental, Multi-Hit Cost all current Mana. Fury hits an amount of times equal to the number of Mana spent to activate it. Each hit strikes a random target, dealing MAG x [5 + 5xTier] magical [Element 1] damage.

Duality

9 ATK, 7 VIT, 7 SPD, 9 MAG.
I: [Elements 1 and 2]
W: [Elements 3 and 4]
+1 Rank of Armor and M.Armor per tier.
Bonus Status: [Brave/Faith/Haste]
An Eidolon using the Duality paradigm gains Duality Charges over the course of battle, most often based on action taken by their summoner, but occasionally from actions the enemy takes as well. The Eidolon can gain multiple Duality Charges from the same action, if multiple conditions are fulfilled. When the Eidolon takes an action, it can spend a single Duality Charge before it rolls to hit in order to grant the ability a x2 Power modifier.
If the the last action performed by the Eidolon dealt [Element 1] damage and the Summoner uses an ability which deals [Element 2] damage, or vice verse, gain a Duality Charge.
If the the last action performed by the Eidolon dealt physical damage and the Summoner uses an ability which deals magical damage, or vice verse, gain a Duality Charge.
If the the last action performed by the Eidolon dealt single target damage and the Summoner uses an ability which deals group target damage, or vice verse, gain a Duality Charge.
If the Eidolon or Summoner is stuck by [Element 3] or [Element 4] damage, the Eidolon gains a Duality Charge.

Ability Delay CoS Target Keywords Effect
Attack 40D 85 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage.
[Element 1] Blow 50D 80 Single Technique, Weapon, Elemental Deals ATK x [4 + 4xTier] + d10 physical ranged [Element 1] damage.
[Element 1] Blast 60D 80 Group Technique, Weapon, Elemental Deals ATK x [3 + 3xTier] + d6 physical ranged [Element 1] damage.
[Element 2] Blow 50D 80 Single Magic, Spell, Elemental Deals MAG x [4 + 4xTier] + d10 magical [Element 2] damage.
[Element 2] Blast 60D 80 Group Magic, Spell, Elemental Deals MAG x [3 + 3xTier] + d6 magical [Element 2] damage.
Twin Strike 60D 80 Single (Technique, Weapon) (Magic, Spell) Multi-Hit, Elemental Deals ATK x [3 + 3xTier] + d8 physical ranged [Element 1] damage. Deals MAG x [3 + 3xTier] + d8 magical [Element 2] damage. If the Summoner acts directly after Twin Strike is used, he cannot generate Duality Charges for the Eidolon.
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP
Rank 2 Abilities
Tag Out 50D 100 Single Movement The Summoner's current init is set to 0, allowing them to immediately act. Additionally, the Summoner and Eidolon may swap Rows.
Polarize 50D 100 Single Magic, Status The target is now I: [Element 1] and [Element 2], as well as W: [Element 3] and [Element 4], regardless of what their affinities for the elements had been before. Treat this as a Seal status effect with a (U) timer.
Balance 50D 100 Special Technique Cut the timers for positive and negative statuses inflicting both the Summoner and Eidolon in half, then add 1. The Summoner and Eidolon then gain each positive and negative status that the other is currently under the effects of.
Rank 3 Abilities
[Element 1] Trick 60D 80 Single Magic, Spell, Elemental Deals MAG x [4 + 4xTier] + d10 magical [Element 1] damage. Has an additional 50% CoS to inflict [Deprotect/Debrave] (4)
[Element 2] Trick 60D 80 Single Technique, Weapon, Elemental Deals ATK x [4 + 4xTier] + d10 physical ranged [Element 2] damage. Has an additional 50% CoS to inflict [Deshell/Defaith] (4)
Rank 4 Abilities
Expanded Scope Support: When two enemies act consecutively and perform the same type of action, the Eidolon gains a Duality Charge. 'same type of action' consist of: Using two abilities with the same element or status. Using two abilities which target the same single target, or the same group. Using two abilities which are self target.
Expanded Focus Support: When the Eidolon expends a Duality Charge, the attack gains a x2.5 Power modifier instead of a x2 Power modifier.

Enfeebler

6 ATK, 8 VIT, 10 SPD, 8 MAG.
I: [Element 1]
W: [Element 2]
+2 Ranks of M. Armor per tier.
Bonus Status: [Regen/Dread Spikes/Reraise] (If the Eidolon selects Reraise, it functions somewhat differently from normal. Rather than activating on the Eidolons next turn (as it would not receive one), it simply revives with 10% Max HP instantly. Auto Reraise can only activate once.)
Anytime the Summoner is inflicted with a negative status or effect, that same status is inflicted on the enemy with the time duration reduced by (2), to a minimum of (2). If the status is Condemn, add (2) instead. If hit by a delay effect, delay the enemy by the [Original Number -5], to a minimum of 5. If hit by gravity effect, the enemy is hit by a [Original Number - 10]% (minimum 10%) gravity effect. If hit by a near-fatal effect, cut off all digits above the tens space, rather than the ones space. All other effects are returned without change, and any (U) status is returned with a (U) timer as well. Ignore any resistances and immunities the enemy might posses when this special effect takes place.

Ability Delay CoS Target Keywords Effect
Attack 40D 85 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage.
Destroy Power 40D 80 Single Magic, Spell, Status Deals MAG x [2 + 2xTier] + d6 magical [Element 1] damage and inflicts [Debrave/Defaith] (3)
Destroy Defense 40D 80 Single Magic, Spell, Status Deals MAG x [2 + 2xTier] + d6 magical [Element 1] damage and inflicts [Deprotect/Deshell] (3)
Hex 40D 100 Single None Hex can only be applied to a single target at any given time, and further uses of Hex override previous uses on other targets. After a target has been Hexed, the Eidolon gains access to the 'Hex Reaction', detailed below.
Hex Reaction 100 Single Status Reaction: Anytime the enemy under your Hex targets the Summoner with an HP or MP damaging ability, it gains one of the following negative status with a (4) timer before the attacks effects are resolved. The status inflicted is chosen freely by the Eidolon anytime Hex is activated from the list below. Zombie, Curse, Slow, Evasion Down, Deprotect, Debrave, Defaith, Deshell, Defaith.
Rot 40D 70 Single Technique, Status Inflicts [Poison/Sap] (6).
Blind Rage 40D 70 Single Technique, Status Inflicts Confuse and Blind (4).
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Rank 2 Abilities
Dispel 40D 80 Single Technique Dispels all positive enhancements on the target.
Shared Pain 50D 75 Special Technique, Weapon Select two separate targets. Roll only to hit the first target; if it hits, deal ATK x [4 + 1xTier] + d6 physical damage to both targets. Additionally, the first target gains all the negative statuses and that the second target has, with equal timers. The first target keeps their statuses as well.
Nightmare 40D 50 Single Magic, Status Inflicts Sleep and Condemn (6).
Rank 3 Abilities
Allure 40D 80 Single Magic, Status Inflicts Charm (4)
Shatter Resistances 40D 80 Single Technique Inflicts [Imperil/Lock] (4).
Rank 4 Abilities
Frog Song 50D 50 Group Magic, Status Inflicts Toad (2).
Disable 50D 50 Single Technique, Status Inflicts Stop (4).

Nuker

5 ATK, 7 VIT, 10 SPD, 10 MAG.
R: [Elements 1, 2 and 3]
W: [Elements 4, 5 and 6]
+2 Ranks of M.Armor per tier.
Bonus Status: [Faith/Evasion Up]
The Nuker paradigm works on an Elemental Wheel. The Elemental Wheel is set up as such: [Element 1] <-> [Element 2] <-> [Element 3] <-> [Element 1] and so on. Traveling along the wheel refers to when the Eidolon uses an ability with the proper element consecutively without interruption. If the Eidolon performs any action without the proper element, any bonuses granted from traveling the wheel is instantly lost.
When traveling along the wheel from left to right, each action grants a +25% situational damage modifier to the next attacks. This bonus damage accumulates; the second hit when traveling from left to right along the wheel deals +25% damage, while the third deals +50%, the fourth +75%, and the fifth and beyond +100%. The bonus damage for walking the wheel cannot exceed +100%, though the Eidolon must continue traveling from left to right along to wheel to continue receiving the bonus damage.
When traveling along the wheel from right to left, each action grants the Summoner and Eidolon both temporary buffs that last for as long as the Eidolon continues to travel the wheel from right to left, and are removed as soon as it stops. The second hit grants Protect, while the third grants Shell, the fourth grants Vigilance, while the fifth grants Veil.

Ability Delay CoS Target Keywords Effect
Attack 40D 100 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d6 ranged physical damage.
[Element 1] Beam 50D 80 Single Magic, Spell, Elemental Deals MAG x [4 + 4xTier] + d8 magical [element 1] damage.
[Element 2] Beam 50D 80 Single Magic, Spell, Elemental Deals MAG x [4 + 4xTier] + d8 magical [element 2] damage.
[Element 3] Beam 50D 80 Single Magic, Spell, Elemental Deals MAG x [4 + 4xTier] + d8 magical [element 3] damage.
[Element 1] Blast 60D 80 Group Magic, Spell, Elemental Deals MAG x [3 + 3xTier] + d8 magical [element 1] damage.
[Element 2] Blast 60D 80 Group Magic, Spell, Elemental Deals MAG x [3 + 3xTier] + d8 magical [element 2] damage.
[Element 3] Blast 60D 80 Group Magic, Spell, Elemental Deals MAG x [3 + 3xTier] + d8 magical [element 3] damage.
Zen 40D 100 Self Technique Until the Eidolon is next damaged or inflicted when a status, the Eidolon treats enemy Absorbencies and Immunities as if they were resistances, and ignores Reflect. Additionally, the Summoner gains Resistance to [Element 1], Element 2] and [Element 3].
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Rank 2 Abilities
Road's End 50D 80 Single Technique, Weapon, Status Deals ATK x [5 + 5xTier] + d12 piercing physical damage and inflicts [Pain/Silence] (4) upon the target. Road's End can only be used after traveling the elemental wheel for five or more consecutive steps prior to the use of Road's End.
Clear Mind 50D 100 Self Magic, Recovery, Enhancement Restores MAG x [5 + 5xTier] + d8 HP, and bestows [Faith/Tranq/Haste] (6)
Rank 3 Abilities
Guided Strikes Support: When using Blast type attacks, if the last ability used by the Eidolon was a Beam type attack, deal +50% damage.
Precision Strikes Support: After an enemy is struck by a Blast type attack, it takes +50% damage from the next Beam type attack that strikes it.
Rank 4 Abilities
Nova of Destruction 50D 80 Group Magic, Spell, Multi-Hit, Elemental Deals MAG x [3 + 3xTier] + d12 magical [Element 3], MAG x [3xTier] + d6 magical [Element 1] damage and MAG x [3xTier] + d6 magical [Element 2] damage. Nova of Destruction can only be used after traveling the elemental wheel for five consecutive steps prior to the use of Nova of Destruction. After using of Nova of Destruction, instantly remove all bonuses gained from traveling the wheel; however the bonus for further left to right travels along the wheel to gain +125% damage on the six hit, then +150% damage on the seven, where the damage bonus caps again.
Nova of Creation 50D 80 Group Magic, Spell, Multi-Hit, Elemental Deals MAG x [3 + 3xTier] + d12 magical [Element 1], MAG x [3xTier] + d6 magical [Element 3] damage and MAG x [3xTier] + d6 magical [Element 2] damage. If the elements are still in sequence and traveling when Nova of Creation is used, Restore the Eidolon and Summoner's HP and MP by 25% of their maximum values. Nova of Creation can only be used after traveling the elemental wheel for five consecutive steps prior to the use of Nova of Creation. After of Nova of Creation instantly remove all bonuses gained from traveling the wheel; however the bonus for further right to left travels along the wheel to gain Resist on the six hit, then restores MAG x [2xTier] + 1d12 HP to the Summoner on the seven, where no further bonuses come in (though the Summoner's HP is restored by that value on each subsequent hit).

Specialist

8 ATK, 8 VIT, 8 SPD, 8 MAG.
A: [Element 1]
W: [Element 2]
+50 HP per tier.
Bonus Status: [Brave/Faith/Protect/Shell]
Treat all enemies as if their element resistance was one step closer to Weak for all [Element 1] damage.
Any time the Summoner is targeted by an offensive ability used by the enemy, the Eidolon receives a +25% situational modifier to any [Elemental 1] damage that they deal for the rest of the battle. If the damage on the ability was [Element 1], the damage bonus is +50% instead.
Any time the Eidolon is hit for single target damage or healed, the bonus damage drops by -25%, while if hit by [Element 2] single target damage, this bonus damage drops by -50%. The bonus damage granted to the Eidolon by this effect can never be reduced below +0%.

Ability Delay CoS Target Keywords Effect
Attack 40D 80 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage.
[Element 1] Charge 40D 100 Single Magic, Enhancement Bestows Bar-[Element 1] and [Element 1] Sword (6). Can only target the summoner.
Overload 60D 80 Single Technique, Weapon Deals ATK x [5 + 5xTier] + d12 physical [Element 1] damage. The enemies affinity toward [Element 1] in moved one step closer to Weak until the Eidolon is no longer on the field. Can be stacked.
Overpower 45D 100 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 piercing physical [Element 1] damage.
[Element 1] Wave 50D 80 Group (Row) Magic, Spell Deals MAG x [3 + 3xTier] + d6 magical [Element 1] damage
[Element 1] Blast 60D 80 Group Magic, Spell Deals MAG x [3 + 3xTier] + d6 magical [Element 1] damage.
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP
Rank 2 Abilities
Clean Slate 50D 100 Self None Remove all negative status effects,
Enlightenment 50D 100 Single Magic, Enhancement Bestows En-[Element 1], [Brave/Faith/Tranq] (5)
Rank 3 Abilities
[Element 1] Bash 50D 85 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical [Element 1] damage. Additional 50% CoS of inflicting [Berserk/Confuse] (4)
[Element 1] Flash 50D 80 Single Magic, Spell Deals MAG x [3 + 3xTier] + d8 magical [Elemental 1] damage. Additional 50% CoS of inflicting [Blind/Slow] (4).
Rank 4 Abilities
Switchback 60D 85 Single Technique, Weapon Deals ATK x [6 + 6xTier] + [Tier]d12 physical [Element 2] damage. Use of this ability lowers the bonus damage the Eidolon has accumulated by the Summoner taking damage is reset to +0%.
Bombardment. 60D 50 Group Magic, Spell Deals MAG x [5 + 5xTier] + d12 magical [Element 1] damage. If the last move used by the Eidolon was Overpower, gain +30 CoS. If the last move used by the Eidolon was Wave, gain +15 CoS and a +25% situational damage modifier. If the last move used by the Eidolon was Blast, gain a +50% situational damage modifier.

Speedster

7 ATK, 6 VIT, 14 SPD, 5 MAG.
I: [Element 1]
W: [Element 2]
20 EVA, 20 MEVA
Bonus Status: [Brave/Accuracy Up/Evasion Up]
The Speedster paradigm has a number of abilities that give a choice of an effect or some amount of Delay. When these moves connect, it is the enemy that chooses which effect they suffer, rather than the Eidolon. If the enemy chooses to take on a status effect that they are already under the effects of, rather than having the timer overwritten, they are added together. If an enemy chooses to take a status they are immune to, they receive the status with a (1) duration, rather than the full duration; likewise if the enemy chooses to take the Delay while being immune to delay effects, they are delayed by 5 rather than the full amount, and if they are immune to gravity effects they take 10% gravity damage rather than 25% when stillness is used. For purposes of status resistances, only take the highest value rather than adding them together.

Ability Delay CoS Target Keywords Effect
Attack 40D 85 Single Technique, Weapon Deals ATK x [3 + 3xTier] + d8 physical damage.
Overdrive 50D 100 Self None Lower the Eidolon's Activation Timer by (4). Immediately perform three actions, taking the highest Delay of the three moves.
Victory Lap 50D 100 Single Magic, Multi-Hit Victory Lap inflicts damage based on the delay of the target. Used against a target at 0D, it inflicts one hit for MAG x [2xTier] piercing magical damage. For every 20D the target has (20D, 40D, 60D…), Victory Lap hits one more time. For every 5D the target has (5D, 10D, 15D, 20D…) the power increases by 1 per tier. Victory Lap then sets the target's delay to 0, allowing them an action on the current tick. If they use this action to immediately target the Summoner, Victory Lap hits them again using the same damage code and number of hits it first struck them with. ( If a Tier 1 enemy was at 45D and Victory lap was used, the enemy would take 3 separate hits of MAG x 11 damage. If that enemy then opted to attack the summoner with the granted action, it would take another 3 hits of MAG x 11 damage after the action's effects were resolved.)
Windsong 60D 80 Single Technique, Weapon Deals ATK x [5 + 5xTier] + d10 physical damage. The next action performed by the target has its CoSes against all targets reduced by the Eidolon's Evasion, unless the Eidolon's Evasion is already factored in. (If the move is Weapon or Aimed, only reduce the CoS by the Eidolon's Evasion once for the purpose of hitting the Eidolon, but do factor it in for every other target. All other types of moves have their CoS reduced by the Eidolon's Evasion, as well as any other reducers that might typically apply. Windsong does not affect Added Statuses or similar additional CoSes.)
Stillness 50D 75 Single Magic, Effect The targets is inflicted with a 25% Gravity Effect, or is delayed by 15.
[Element 1] Slice 50D 75 Single Technique, Weapon, Elemental Deals ATK x [4 + 4xTier] + d10 physical [Element 1] damage, or is delayed by 15.
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Rank 2 Abilities
Backdraft 40D 100 Single Technique, Enhancement Bestows Haste and Evasion Up (4).
Stall 40D 70 Single Magic, Status Inflicts Slow and Curse (3), or delays by 18.
Beckon 40D 80 Single Technique, Status Inflicts Berserk (4), or delays by 15.
Rank 3 Abilities
Infuse 40D 100 Self None Reduce the Eidolon's HP by 20% of its maximum value. Increase the Eidolon's Activation Timer by (3). Infuse cannot be used during Overdrive.
Fighter Flatten 40D 80 Single Magic, Status Inflicts Pain (2) or delays by 15.
Mage Masher 40D 80 Single Technique, Status Inflicts Silence (2) or delays by 15.
Rank 4 Abilities
Respite 50D 50 Group Magic, Status Inflicts Sleep (2) or delays by 20.
Counter 80 Single Technique, Weapon Reaction: When missed by a physical damage attack, deal ATK x [2 + 2xTier] + d6 physical ranged damage.
Return 80 Single Magic, Spell Reaction: When missed by a magical damage attack, deal MAG x [3 + 3xTier] + d8 magical damage.

Supporter

8 ATK, 8 VIT, 8 SPD, 8 MAG.
I: [Element 1]
W: [Element 2]
+2 Ranks of Armor per tier.
Bonus Status: [Veil/Vigilance]
The Supporter paradigm has abilities which can target allies which are not on the field, unless specified otherwise. Enhancements given to allies which are not on the field do not have their status timers tick down until they return. For the purpose of targeting with Group abilities, the Summoner's allies who are not on the field due to the Eidolon are considered to be part of a different group, effectively giving the Eidolon three choices; itself and the Summoner, the allies not on the field, or the enemy.
Whenever the Eidolon targets an ally that's off the battlefield, it turns its attention away from the battlefield. If the next enemy to act damages the Eidolon with its action, it gains a +25% situational modifier for each action the Eidolon took that targeted an absent ally. If the next enemy to act does not damage the Eidolon, this situational modifier is then converted into a bonus for the Eidolon's next action - either a +25% per action taken situational modifier to healing or damage, or a +(1) duration to all status granted, per absent-ally-targetting action. Either way, after the first action the Eidolon takes after the enemy's, the benefit is expended.

Ability Delay CoS Target Keywords Effect
Attack 50D 85 Single Technique, Weapon Deals ATK x [4 + 4xTier] + d10 physical damage.
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Medicine 50D 100 Single Technique, Recovery Restores ATK x [6 + 6xTier] + d10 HP.
Relax 50D 100 Single Technique, Recovery Restores ATK x [6 + 6xTier] + d10 MP.
Esuna 50D 100 Single Magic Removes all negative statuses from the target.
Revive 50D 100 Single Magic, Life Revives the target with 25% Max HP.
Empower 50D 100 Single Technique, Enhancement Bestows [Brave/Faith] (6).
Reinforce 50D 100 Single Magic, Enhancement Bestows [Protect/Shell] (6).
Elemental Ward 50D 100 Group Magic, Enhancement Bestows Bar-Element (3). The element is chosen when the move is used, rather being predetermined. Increase the duration by (1) if [Element 1], and lower the duration by (1) if [Element 2].
Rank 2 Abilities
Healaga 60D 100 Group Magic, Recovery Restores MAG x [5 + 5xTier] + d8 HP
Rally 60D 100 Group Magic, Enhancement Bestows [Protect/Shell] and Regen (3)
Inspire 60D 100 Group Technique. Enhancement Bestows [Brave/Faith] and Refresh (3)
Freebie 50D 100 Single Magic, Enhancement Bestows Reraise (U),
Rank 3 Abilities
Elemental Barrier 40D 100 Single Magic, Enhancement Bestows Resist (4).
Uplift 60D 100 Group Technique, Enhancement Bestows [Evasion Up/Critical Up/Tranq] and Haste (3).
Rank 4 Abilities
Helping Hands 50D 100 Single Technique Can only be used on the Summoner. If the next action taken is Single Target, act as if it were Group Target instead. Has no effect if the Summoners next action is activating the "Finisher".
Shine On. 60D 100 Single Magic, Enhancement Bestows Bubble and Dread Spikes (6).

Watcher

6 ATK, 15 VIT, 5 SPD, 6 MAG.
I: [Element 1]
W: [Element 2]
+1 Rank of Armor and M.Armor per tier.
Immune: Berserk, Stop.
Bonus Status: [Protect/Shell/Veil/Vigilance]. This bonuses status is granted to the Summoner, rather than the Eidolon, as long as the Eidolon is on the field and meets its status conditions.
The Watcher paradigm has many attacks which cause it to enter a stance with Vengeance against specific actions enemies take. Vengeance is a reaction with a dynamic trigger, as dictated by the stance that the Eidolon is currently subject to, and cannot be used on its own. The Eidolon may only be under the effect of a single Stance at any given time, and these stances remain until another is entered or as otherwise noted.

Ability Delay CoS Target Keywords Effect
Attack 50D 85 Single Technique, Weapon Deals ATK x [4 + 4xTier] + d10 physical damage.
Ward 40D 100 Special None Removes the Summoner from the battle field until the start of the summoner's next action. When Ward is used, remove any stance the Eidolon might be under. Any damage the Eidolon received until the Summoner returns to the battle field receives a +25% situational damage modifier.
Vengeance 100 Single None (Elemental) Reaction: Deals MAG x [3 + 3xTier] + d8 magical [Element 1] damage.
Prime Target 37D 80 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical damage. The Eidolon enters a stance with vengeance against abilities targeting the Summoner.
Anti-Technique 40D 85 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical damage. The Eidolon enters a stance with vengeance against abilities which deal physical damage.
Anti-Magic 40D 80 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical ranged damage. The Eidolon enters a stance with vengeance against abilities which deal magical damage.
Anti-Status 40D 80 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical damage, with innate Critical 1. The Eidolon enters a stance with vengeance against abilities which inflict statuses.
Heal 50D 100 Single Magic, Recovery Restores MAG x [6 + 6xTier] + d10 HP.
Rank 2 Abilities
Pick Back Up 50D 100 Single Magic, Life Revives a target with 10% Max HP. Can be used on targets which are not on the battlefield.
Wash 40D 100 Single Magic Removes the Pain, Silence, Stop, Stone, Confuse, Charm and Berserk statuses. Can be used on targets which are not on the battlefield.
Rank 3 Abilities
Forward Zone Control 40D 85 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical damage. The Eidolon enters a stance with vengeance against abilities other than "Wait" and "Shift Row" performed by enemies in the Front Row.
Backward Zone Control 40D 80 Single Technique, Weapon, Stance Deals ATK x [3 + 3xTier] + d8 physical ranged damage. The Eidolon enters a stance with vengeance against abilities other than "Wait" and "Shift Row" performed by enemies in the Back Row.
Rank 4 Abilities
Furious Rage 40D 100 Self None The next time Vengeance activates, it does do with a x1.5 Power modifier and targets the entire enemy party.
Unrelenting Rage 40D 100 Self None The next time Vengeance activates, it does so with a x3 Power modifier.
Stalwart 60D 100 Group Magical, Stance Restores MAG x [3 + 3xTier] + d6 HP and lowers negative status timers by (1). The Eidolon enters a stance which grants the Eidolon a 4/5th Defense Factor, and the Summoner a 1/5th Defense Factor.

FINISHERS

Finishers are made of an Effect and a Ceremony. When building an Eidolon, the character will have to select both one Effect and one Ceremony.
Effect - what it does! Basically the model for how much damage it inflicts and how it's targeted. Damage dealt by a Finisher ignores all situational modifiers granted from rows. During creation of an Eidolon, a player can elect to forgo one of the 'additonal effects' (an extra ability, +Attributes when using the ability, etc.) to remove the [Element] from the damage. Note that Finisher attacks cannot be sealed and do not have the Technique, Magic or Spell keywords, though they do have any other keywords one could assume from context, such as the Element of the attack, or Status for anything which inflicts a status or Effect.
Ceremony - determines how you gain ceremony charges to power up the effect portion of the finisher. You can only have a maximum of six Ceremony Charges.

Effects

Type CoS Target Ceremony Boost Effect
Barrage 255 Random +25% Damage per charge Deals 5xMAG piercing magical [Element 1] damage to [2 + 2xTier] random targets.
Castigation 255 Single +10 more Delay inflicted per charge Deals ATK x [6 + 6xTier] + 1d12 physical [Element 1] damage, and Delay's the target by 20.
Eruption 255 Group +25% Damage per charge Deals MAG x [6 + 6xTier] + d10 magical [Element 1] damage.
Eschaton 30 Group +10 CoS per charge Deals MAG x [21 + 21xTier] + 4d12 magical [Element 1] damage, which ignores the damage cap. On a miss, deals MAG x [1 + 2xTier] piercing [Element 1] magical damage.
Execution 20 Group +10 CoS per charge Reduces each foe to 0 HP as a death effect. On a miss, deals ATK x [1 + 2xTier] piercing [Element 1] physical damage.
Judgement 255 Single +25% Damage per charge Deals ATK x [11 + 11xTier] + 2d8 physical [Element 1] damage.
Obliteration 255 Single +50% Damage per charge Deals MAG x [8 + 8xTier] + d12 magical [Element 1] damage.
Rampage 255 Group +Critical 4 per charge (The Sixth charge adds +50% damage) Deals ATK x [6 + 6xTier] + d10 physical [Element 1] damage.
Reckoning 255 for damage, 100 for statuses Single Chance to inflict additional status effects. Deals MAG x [8 + 8xTier] + d10 magical [Element 1] damage. For each ceremony charge, attempt to inflict the next status in the next grouping, and all statuses before it. All status CoSes are separate. 1: [Deprotect/Deshell/Sap] (4), 2: [Blind/Poison/Sleep] (4), 3: [Confuse/Berserk/Pain] (4), 4: [Imperil/Charm/Toad] (4), 5: [Stop/Stone] (4), 6: Pick one additional status from the 1-2 sets.
Renewal 255, 255 Group, Group Increases Recovery Effect Deals MAG x [6 + 6xTier] + d10 magical [Element 1] damage. Restores the HP of the summoner's party to (10% x Charges) of their max HP, as both a Life and Recovery effect. If HP is already over this % of the max HP, it has no effect.
Reversal 255 Varies +25% Damage per charge Deals damage based on the damage code of the last attack the Eidolon was hit by, keeping its properties, effects, and Single/Group status as well.
Triumphal Blow 255 for damage, 255 for statuses. Single, Group Bestows additional enhancements Deals ATK x [8 + 8xTier] + d10 physical [Element 1] damage. For each ceremony charge, an additional status is bestowed to the summoner's party, granting all statuses it has charges for. 1: [Bravery/Faith/Protect/Haste/Critical Up] (3), 2: [Accuracy Up/En-[Element]/Shell/Vigilance] (3), 3: [Veil/Bar-[Element]/Refresh/Regen] (3), 4: [Tranq/Resist/Bubble/[Element] Sword] (3), 5: [Vanish/Reflect] (3), 6: Pick one additional enhancement from the 1-3 charge sets.
Vexation 255 for damage, 40 for statuses Group +10 CoS per charge Deals MAG x [4 + 4xTier] + d8 magical [Element 1] damage, and has additional CoS, all rolled separately, to inflict [Debrave/Defaith/Slow/Blind/Berserk/Evasion Down] (4), [Confuse/Deprotect/Deshell/Immobilize] (4), and [Pain/Sleep/Silence/Zombie] (4).

Ceremony

Headsman - Receive a Ceremony charge whenever the Eidolon reduces an enemy's HP into SOS levels, or KOs an enemy.
Delegation - Receive a Ceremony charge whenever the Summoner reduces an enemy's HP into SOS levels, or KOs an enemy.
Bloodthirsty - Whenever an enemy takes an action that doesn't successfully damage anything, gain a charge. If the summoner or Eidolon takes an action that doesn't successfully damage anything, lose a charge.
Martyr - You have one ceremony charge for each negative status afflicting the summoner.
Merciful - You have two ceremony charges for every enemy in SoS on the field.
Turnabout - You have one ceremony charge for each positive status the enemy bears.
Hardliner - Receive one ceremony charge if the Summoner is below 75%, two if the Summoner is in below 50% HP, three if they're in SOS. Same benefits granted for the Eidolon.
Ascetic - You have one ceremony charge for each different type of elemental damage the Summoner or the Eidolon have struck the enemy with.
Excitable - You have charges based on the largest situational modifier that's been applied to an attack since the Eidolon was summoned: For each +50%, one charge. (+100% 2, +150% 3, and so on)
Procrastinator - You have charges based on the duration remaining on the Eidolon timer: One charge at (6), Two at (5), and so on, with six ceremony charges available at (1).
Trapper - Receive one ceremony charge any time the Summoner or Eidolon performs a reaction.
Majestic - Optionally, the Summoner may deplete the entire EP gauge when summoning the Eidolon, paying 20 EP instead of the usual price; if the Summoner does so, the Eidolon enters the fray with a negative status based on rank (1 No status, 2 Curse (U), 3 Slow and Curse (U), 4 Slow and Curse and Imperil (U) ), and receive six ceremony charges when the Eidolon's action timer is halfway depleted. Otherwise, receive two ceremony charges when the action timer is halfway depleted.

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