Summoner Class

Summoner

"About time you showed up."

Contracted to otherworldly beasts - be they spirits of fallen heroes who gave their lives to aid the pilgrimages of others, magical creatures from a distant world, or merely the sealed spirits of gemstones, Summoners call upon an unparalleled variety of battle-field sweeping magic with a little help from the other side. Wear your horn with pride!

The Summoner is a versatile magic job whose spells take a while to activate, but shield the Summoner as they're charging — this makes taking down the Summoner a tricky proposition. Be bold and draw threat, but make sure to mix up your summon spirits so you don't lose a critical one right when you need it. Keep your MP engine running with Spirit Taker and Gate of Tartarus, and unleash with tremendous attack magic - most of your spells have a small rider effect, but mostly it's the elemental damage that you'll be looking for. Signature tricks include the unbeatable defense "Golem" offers and the ability to revive multiple allies at once with "Phoenix"!

0 ATK 0 VIT 0 SPD +6 MAG +4 SPR 0 HP +100 MP

The Guardian Force

Every spell the Summoner learns has an associated HP gauge, the health of its summon spirit. Whenever a Summoner is charging a spell, they are shielded in some fashion by the summoned spirit they're about to unleash - whether by swirling mist, the energies of junctioning, or a phantom beast literally barring the monster's assault. Whenever the summoner suffers damage from a non-status non-Effect source, subtract this damage from the summon's HP gauge instead of the Summoner's. (HP-restoring Healing effects are redirected to the summon spirit's gauge, too.) A Summon's HP being reduced to zero effectively breaks the charge - immediately reduce the Summoner's current delay to zero and perform a Wait action. A Summon who's HP has been reduced to zero cannot be used again until the Summon has been revived once more, which can only be done out of battle.

When the Summoner rests using a tent, cottage or inn, increase the health gauge of all summon spirits by the amount restored by the item. This will revive KOd summons, as well, giving them current HP equal to the item used. Additionally, potions can be used to restore KOd summon HP when out of battle, however phoenix downs have no effect on them.

Equipment

Dagger, Rod, Staff, Whip, Mystic Armor

Bare

Strength: Light, Accuracy 1, Warding
Blocking: No
Defenses: Mystic
Style: Magical
Bonus: Pick one set

Set 1 Apply a 4/5th Defense Factor to damage taken by your Summons.
Set 2 Resist Deshell 4, SOS-Faith
Set 3 Resist Silence 4, Resist Defaith 4
Set 4 Resist Confuse 4, Auto-Protect when at Max HP

Technique

Spirit Taker

AP: 140
Type: Action
Technique, Weapon, Drain
Target: Single
5+[W]D F[W]

Raising their weapon high into the air, the Summoner begins to siphon their opponents life. Spirit Taker deals normal weapon damage, and converts 2x of the damage dealt into MP for the Summoner.
CoS: 70

Gate of Tartarus

AP: 140
Type: Action
Technique, Weapon, Status: Debrave, Enhancement: Refresh
Target: Single
10+[W]D F[W]

Opening a vortex upon the enemy, the Summoner locks their foe in place, delivering a precise blow. Gate of Tartarus deals normal weapon damage, and has an additional 50% CoS to inflict Debrave (4). Should this status land, the Summoner is also bestowed with Refresh (4).
CoS: 80

Magic

Grand Summon

AP: 100
Type: Action
Magic
Target: Varies
[S]D F[S] CT[S]+10

Through focused concentration, the Summoner's calling has a stronger presence than usual - the Summoner casts a spell and applies one of three effects to it as they choose: Either a +25% situational modifier is applied to healing and damage, all CoSes (base and added) are increased by 10, or the timers of all statuses are increased by (2).

Shiva

AP: 150
Type: Action
Magic, Spell, Effect: Delay, Elemental: Ice
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Shiva deals (12 x MAG + 1d12) magical Ice damage to the entire enemy party and has an additional 75% CoS to delay each target by 5.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Ifrit

AP: 150
Type: Action
Magic, Spell, Elemental: Fire, Effect: Dispel
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Ifrit deals (12 x MAG + 1d12) magical Fire damage to the entire enemy party. In addition, Ifrit also ignores the effects of Shell and has an additional 75% CoS to remove the Shell enhancement from each target
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Ramuh

AP: 150
Type: Action
Magic, Spell, Elemental: Lightning, Effect: Dispel
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Ramuh deals (12 x MAG + 1d12) magical Lightning damage to the entire enemy party and has an additional 75% CoS to remove the Protect and Bubble Enchantments from each target.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Leviathan

AP: 150
Type: Action
Magic, Spell, Elemental: Water, Effect: Push
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Leviathan deals (12 x MAG + 1d12) magical Water damage to the entire enemy party and has addition 75% CoS to change which row each target is in.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Titan

AP: 150
Type: Action
Magic, Spell, Ground-Based, Effect: Dispel
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Titan deals (12 x MAG + 1d12) magical damage to the entire enemy party and has an additional 75% CoS to remove the Resist and Bar-Element Enchantments from each target.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Ark

AP: 150
Type: Action
Magic, Spell, Elemental: Shadow, Effect: Dispel|Dispel
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Ark deals (12 x MAG + 1d12) magical Shadow damage to the entire enemy party and has an additional 75% CoS to remove the Blink, Float and Evasion Up Enchantments from each target.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Madeen

AP: 150
Type: Action
Magic, Spell, Elemental: Holy, Effect: Dispel
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Madeen deals (12 x MAG + 1d12) magical Holy damage to the entire enemy party and has an additional 75% CoS to remove the Vigilance and Veil Enchantments from each target.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1. +11 HP per level.

Bahamut

AP: 150
Type: Action
Magic, Spell,
Target: Group
50D F20 MP: 240 CT 30
HP: 300

Bahamut, king of dragons, descends from the sky, unfurling his wings and preparing to unleash his trademark "Mega Flare". 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 +1d12 per tier above 1. +13 HP per level.

Sylph

AP: 150
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 90 CT 10
HP: 150

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. +9 HP per level.

Unicorn

AP: 150
Type: Action
Magic, Spell
Target: Group
50D F20 MP: 162 CT 20
HP: 200

Unicorn removes all negative status conditions except KO from the party.
CoS: 100
Adjustment: +54 MP per tier above 1, +11 HP per level.

Kirin

AP: 150
Type: Action
Magic, Spell, Enhancement: Regen, Refresh
Target: Group
50D F20 MP: 135 CT 10
HP: 150

Kirin bestows Regen (6) and Refresh (6) to the entire party.
CoS: 100
Adjustment: +45 MP per tier above 1, +9 HP per level.

Carbuncle

AP: 150
Type: Action
Magic, Spell, Enhancement: Reflect
Target: Group
50D F20 MP: 135 CT 10
HP: 150

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 caster's timer.
CoS: 100
Adjustment: +45 MP per tier above 1, +9 HP per level.

Seraphim

AP: 150
Type: Action
Magic, Spell, Recovery
Target: Group
50D F20 MP: 120 CT 20
HP: 200

Seraphim restores (12 x MAG + 1d12) HP to the entire party.
CoS: 100
Adjustment: +40 MP per tier above 1, +6 Power per tier above 1. +11 HP per level.

Phoenix

AP: 150
Type: Action
Magic, Spell, Life, Elemental: Fire
Target: All
50D F20 MP: 180 CT 20
HP: 200

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 per tier above 1, +5 Power per tier above 1. +11 HP per level.

Golem

AP: 150
Type: Action
Magic, Spell
Target: Self
50D F20 MP: 162 CT 20
HP: 200

Golem forms a great earthen wall in front of the party, with an HP value equal to (24 x MAG + d12). Whenever a party member suffers physical damage, apply the final damage to the earthen wall's HP instead of that character's. At the end of an action that reduces the wall's HP to zero, this effect ends. (If multiple party members suffer damage from the same action, each "hit" damages the wall individually.) If Golem's effect is already active upon the party when Golem is re-cast, reset the wall's HP to (24 x MAG + d12). The wall created by Golem is an ambient effect, not a true target. Damage is still calculated as if it is in fact the original target being struck - the damage is simply shunted off into a wall of "temporary HP". Golem is not effected by any sort of situational modifier.
CoS: 100
Adjustment: +54 MP per tier above 1, +12 Power per tier above 1. +11 HP per level.

Fenrir

AP: 150
Type: Action
Magic, Spell, Enhancement: Bravery, Protect, Faith, Shell
Target: Group
50D F20 MP: 135 CT 20
HP: 200

Fenrir lets out a howl to the heavens, granting different effects based on the time of day. Fenrir bestows Bravery (6) Protect (6) during the day and Faith (6) Shell (6) during the night.
CoS: 100
Adjustment: +45 MP per tier above 1, +11 HP per level.

Ragnarok

AP: 150
Type: Action
Magic, Spell, Effect: Eject|Eject
Target: Single
50D F20 MP: 150 CT 20
HP: 250

Ragnarok sucks an enemy into another dimension, transforming them into an item. Treat this as an eject effect. Whatever item would have been in the targets Item slot is left behind, even if the item had previously been stolen.
CoS: 70
Adjustment: +50 MP per tier above 1, +13 HP per level.

Diablos

AP: 150
Type: Action
Magic, Spell, Effect: Gravity|Gravity
Target: Group
50D F20 MP: 192 CT 20
HP: 200

Diablos reduces all enemies current HP by 50%
CoS: 50
Adjustment: +64 MP per tier above 1, +11 HP per level.

Catoblepas

AP: 150
Type: Action
Magic, Spell, Status: Stone
Target: Group
50D F20 MP: 192 CT 20
HP: 200

Catoblepas stares into the enemies, inflicting Stone (U) on the targets.
CoS: 35
Adjustment: +64 MP per tier above 1, +11 HP per level.

Siren

AP: 150
Type: Action
Magic, Spell, Status: Silence|Silence
Target: Group
50D F20 MP: 135 CT 20
HP: 200

Siren deals (10 x MAG + 1d8) magical damage to the entire enemy party and has an additional 50% CoS to inflict Silence (6) on each target.
CoS: 100
Adjustment: +45 MP, +5 Power per tier above 1. +11 HP per level.

Choco & Mog

AP: 150
Type: Action
Magic, Spell, Status: Stop
Target: Group
50D F20 MP: 150 CT 20
HP: 200

Choco & Mog deals (10 x MAG + 1d8) magical damage to the entire enemy party and has an additional 30% CoS to inflict Stop (2) on each target.
CoS: 100
Adjustment: +50 MP, +5 Power per tier above 1. +11 HP per level.

Typhon

AP: 150
Type: Action
Magic, Spell, Effect: Eject|Eject
Target: Group
50D F20 MP: 192 CT 20
HP: 200

Typhon deals (10 x MAG + 1d8) magical damage to the entire enemy party and has an additional 20% CoS to inflict Eject on each target.
CoS: 100
Adjustment: +64 MP, +5 Power per tier above 1. +11 HP per level.

Doomtrain

AP: 150
Type: Action
Magic, Spell, Status: (As Result of Roll)
Target: Group
50D F20 MP: 162 CT 20
HP: 200

Doomtrain deals (10 x MAG + 1d8) magical damage to the entire enemy party. Roll a d8 for each target. Each roll corresponds with its own status, and once the status for the individual targets has been decided, roll to see if it sticks as normal. All statuses inflicted as part of Doomtrain have a (4) duration and an additional 75% CoS to land.

1 Sleep
2 Poison
3 Blind
4 Slow
5 Berserk
6 Sap
7 Confuse
8 Curse

CoS: 100
Adjustment: +54 MP, +5 Power per tier above 1. +11 HP per level.

Odin

AP: 150
Type: Action
Magic, Spell, Effect: Death, Elemental: Shadow, Multi-Hit (Consolation)
Target: Group
50D F20 MP: 240 CT 20
HP: 200

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. +11 HP per level.

Support

Channeling 1-5

AP: 40
Type: Support

All Summon magic cast by the Summoner has its MP cost reduced. At rank apply a 0.9 multiplier to MP cost, at rank 2 a 0.8, at rank 3 a 0.7, at rank 4 a 0.6, and at rank 5 apply a 0.5 multiplier.

Reactions

Critical: Recover MP

AP: 100
Type: Reaction
Recovery
Target: Self
Trigger: The Summoner is reduced to SoS

When knocked into SoS, the Summoner will have his MP restored by 25% of his Max MP. Critical: Recover MP may only activate once in a battle.

Ability Grid

Seed_Summoner_Class_Grid.png
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