Post by Mog Boss on Mar 21, 2019 16:37:41 GMT
The Summoner is a fairly rare but quite powerful individual. Summoners are able to summon forth a single Eidolon, Esper, Aeon - whatever you'd like to call it, to battle alongside them, at a time. These entities are much stronger than normal monsters, and have special traits. Summoners are widely sought after for their power, and tend to make connections with others more easily than others might.
Summoners may learn up to C rank Arcane, and Green Magic.
Summoner (Job) - Summoners are masters of sharing and utilizing their Mana in order to empower others, and their Summons. As a result, a Summoner becomes a 'Mana Bank' - able to freely transfer points of their MP to party members, and monsters. Doing so is a bonus action.
+10 HP, + 90 MP, +10 SP.
Partial Summon (T2) - Summon one of your lasting type summons as an attack type letting them use a single ability before disappearing. The cost for this is the cost of the attack used plus an extra 5 MP needed to summon the creature. Uses a Standard action.
No Rest (T3) - The summoner has learned to call their eidolon early. They are able to halve the time it takes for a summon to cool down.
Grand Summon (T3) - This individual has mastered their connection to their Eidolons. Once per day, they are capable of retroactively doubling the damage of a Summon's spell after it has been cast, and after the to hit calculation resolves.
Dual Summon (T5/Unique) - This individual has trained long and hard. They have learned to summon and sustain two Espers at once with a significant mana drain leaving anyone without enormous pools of mana exhausted.
[Pre-requisite: May not Sub/Dual Job.]
Necromancer (T4) (Unique) - This Summoner has abandoned conventional connections to the aether, and embraced the very aspects of death itself. This changes the Summoner's job to Necromancer, and removes access to any summons they have learned as a Summoner. They are instead then replaced with unique 'Necromancer' summons. Necromancers and their summons are immune to the following status effects: Doom, Break, Poison, Bleed. Necromancers may still attain a single S Rank summon via approval on Unique application. Necromancers immediately attain all summons listed in the Necromancer Summons list.
Necromancer Summons
Summoners may only have a number of Summons equal to their Character Rank, and with a rank cap based on the rank.
A summoner may also choose 3 D Rank summons to start with.
Fledgling: 1 C Rank max.
Rookie: 2 C Rank max, 1 B Rank max.
Adept: 3 C Rank max, 2 B Rank max.
Veteran: 4 C Rank max, 2 B Rank max, 1 A Rank max.
Hero: 5 C Rank max, 3 B Rank max, 2 A Rank max.
Master: Access to a singular S Rank summon {requires admin assistance}, 3 A Rank max.
Summon Combat Rules:
When a Summon is brought forth, it has its own HP and MP. It takes its own set of actions on its summoner's turn. If a Summoner is knocked unconscious while a Summon is brought forth, the Summon is dismissed. When a Summon reaches 0 MP, the Summoner may use its Overdrive ability - which then dismisses the summon. If the summon has remaining mana but can no longer cast a spell it may use its overdrive ability.
When a Summon is dismissed via Overdrive, it prompts a 4 turn cooldown before a new Summon can be brought forth. [Term: Overdrive Dismissal]
When a Summon is dismissed manually without using an Overdrive, it prompts a 1 turn cooldown before a new Summon can be brought forth. [Term: Swap Dismissal.]
[See Magic database for Arcane, and Green Magic.]
[Note:Summons cost double a normal ability]
[See this for list of summons: Summon List ]