Summoner Job

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.

0 ATK 0 VIT 0 SPD +5 MAG +5 SPR 0 HP +100 MP

Equipment

Dagger, Rod, Whip, Staff, Mystic Armor

Bare

Strength: Light, Ranged, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set

Set 1 Resist Defaith 4, Resist Sleep 4
Set 2 Resist Delay 4, Resist Stop 4

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.

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