Post by Arazlam Durai on Sept 26, 2015 9:34:04 GMT -8
SUMMONER
Primary Weapon Types: Rod or Staff
Armor Class: Light
Like the white mage, the path of the summoner is more of a calling or innate talent. Spirits from the world of the Espers tend to find your character and choose them rather than the other way around. By allowing them to tap into a summoner’s aura, they manifest into reality and can impact the plane of reality in a great way. But this feasting upon its host’s life energy is a supremely taxing one for the chosen summoner and can wipe them out both physically and mentally if they’re not careful.
Summoners come from all bloodlines of stock. But if one is of common origins the Magick Academy of Gariland is still quick to swoop in and pluck them into their fold because of their unique and raw abilities. However, they are extremely slow to cast and vastly unpredictable in the sense that the creatures favor no mortal and will harm or heal everyone in their path regardless of allegiances.
Once a pact is made with summoned spirit, it is a permanent bond. The summoner class requires that you select specific spirits to be in your permanent roster for use.
MASTER SUMMONER CHART
Non-Combatant: Not Permitted
Novice: 1 cast(s) per day. Select a Level One Summon.
Journeyman: 2 cast(s) per day. Select a Level Two Summon.
Adept: 3 cast(s) per day. Select a Level Three Summon.
Expert: 4 cast(s) per day. Select a Level One Summon.
Master: 5 cast(s) per day. Select a Level Two Summon.
Divine: 6 cast(s) per day. Select a Level Three Summon plus another of your choice.
SUPPLEMENTAL SUMMONER CHART
Non-Combatant: Not Permitted
Novice: Not Permitted
Journeyman: 1 cast(s) per day. Select a Level One Summon.
Adept: 1 cast(s) per day. Select a Level Two Summon.
Expert: 2 cast(s) per day. Select a Level One Summon.
Master: 3 cast(s) per day. Select a Level Two Summon.
Divine: 4 cast(s) per day. Select a Level One or Two Summon of your choice.
MAIN SKILLS
Each level summon is equivalent to how many full posting rounds one must continue to perform the ritual until the summon unleashes its power. For characters who have the summoner as their Supplemental class, it takes twice as long.
Summoners cannot summon another creature while their first one is still in play.
LEVEL ONE – All have a reach of a 10 yard radius.
- Moogle: Light Based - Provides a light energizer for the wounded (heals minor cuts and bruises).
- Shiva: Ice Based - Summons and ice storm to freeze living entities solid within the summoner’s range.
- Ramuh: Bolt Based - Summons a rain of lightning to befall all living entities, with a chance to stun temporarily, within the summoner’s range.
- Ifrit: Fire Based - Summons the beast of fire to emit a blast of fire that burns all living entities and damages the area around it within the summoner’s range.
- Titan: Earth Based - Summons a shower of boulders upon all living entities within the summoner’s range.
LEVEL TWO – All have a reach of a 30 yard radius.
- Golem: Earth Based – When Golum is summoned he begins feeding off of the summoner’s entire party of allies to remain in play. From here on out, whenever an ally takes damage it is divided up amongst the rest of the party in equal, smaller amounts. This includes things like cuts, stabs, burns, fractures, and breaks to the physical body (armor not counted). Golum stays in play for the same amount of rounds as the summoner’s character level or until they stop or are knocked out.
- Carbunkle: Light Based – A little green fox-dragon that emits an aura within the summoner's range for the same amount of posting rounds as the summoner’s character level. All magic spells, blessings, and enchanted artifacts become completely neutralized and only physical damage or medicinal items are effective within this zone. If casters outside of this aura zone try to attack someone within the zone, the spell will immediately reflect and backfire against them. This aura is also effective against other summoned creatures and their effects. If defending against a Level Three or Four summon, both Carbuncle and the summoner are knocked out for the rest of the day.
- Odin: Bolt Based - The Norse God strikes individual entities within the summoner's range with a mighty blow of his hammer that's unavoidable. Odin stays for three full rounds and changes targets during each of those rounds. Player must choose a new target each round and is obligated to select: Enemy, Ally, Enemy. If there are only two targets, or only the target and the summoner, then Odin will attack the summoner as well. Hammer strikes cause massive physical damage and guaranteed paralysis unless the targets are wearing any kind of armor or anti-charm that negates that effect.
- Leviathan: Water Based - The water serpent causes a huge tsunami to rip through the battlefield affecting everyone in the area. Those cause within the riptide must find higher ground or be washed away or drowned. Anything not anchored down will be washed away.
- Salamander: Fire Based - The battlefield grounds become extremely hot like lava as the fire serpent slithers under the ground and blasts pillars of fire from underneath. Those affected begin to take ongoing physical burn damage while things that are touched by the lava or file begin to catch fire or melt. Salamander moves for three rounds before sinking back down into the depths of the earth.
LEVEL THREE (ALL are Master Class ONLY) – All have a reach of a 50 yard radius.
- Bahamut: Fire & Bolt Based (Eats up 2 casting chances, and summoner cannot re-summon anything higher than a Level One creature for the remainder of the day.) – The King of Dragons comes down from the skies and performs a fiery breath attack that incinerates and purges all things in its path. This breath attack is a 15 yard wide beam attack that goes for 50 yards forward in the direction Bahamut is firing towards. All targets within Bahamut’s firing range must be of higher level than the summoner in order to have a chance at surviving the attack. This summon is needed to recharge the CHIRIJIRADEN.
- Silf: Nature Based (Ignores distance) – Singing a powerful ballad that stretches across all distances, everyone who hears the song becomes deaf and silent making them unable to hear or pull off any skill components that require speech. Silf ignores distance; anyone posting in the same thread or region is affected regardless of technical distance from the summoner. The effects can be negated if a target has the appropriate anti-charm against it.
- Fairy: Light Based (Eats up 2 casting chances, and summoner cannot re-summon anything higher than a Level One creature for the remainder of the day.) – The holy angel Fairy emits a blessing that raises and fully heal / refreshes all living entities within her area of effect.
- Lich: Darkness Based (Eats up 2 casting chances, and summoner cannot re-summon anything higher than a Level One creature for the remainder of the day.) – The Grim Reaper’s shadow looms up over the entire area, and everyone touched under the cloak of darkness is drained of a huge portion of their physical and mental energy, becoming weak and unable to perform anything but the most basic of tasks.
- Cyclops: Earth & Fire Based (Eats up 2 casting chances, and summoner cannot re-summon anything higher than a Level One creature for the remainder of the day.) – A huge earthquake shakes the entire region as Cyclops bursts out of the ground and then fires a powerful laser-like beam of fire, cutting through the ground and causing further blast damage. The entire process takes three posting rounds to complete.
LEVEL FOUR (ALL are Master Class ONLY) – All have a reach of a 100 yard radius.
- Zodiark: Non-Elemental Based (Eats up 3 casting chances, and summoner is knocked out for four in-game weeks.) The Scion of Darkness and the Keeper of Precents, Zodiark hovers over the region and blasts the entire area with non-elemental magic, siphoning the life force from everyone under its force and petrifying them afterwards. Summoner must learn this skill by surviving Elidibs' spell. If the Serpentarius stone is in the same region as where the Zodiark has been summoned, it has a high chance of permanently binding to a host and holding Zodiark in the current plane of existence for further unfettered chaos. This latter portion will be regulated by the administration if it happens.
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OTHER SKILLS
- MP Restore: When the summoner’s physical strength has been reduced to near death, they gather their mental strength one more time in casting one more summon of any level in their arsenal to give them a chance to hopefully save their behind. May only be used once a month. (Master class ONLY)
- Half of MP: Takes only half of the usual mental energy to cast a complicated spell such as a summon or highly enhanced ritual-type spell. May be used once per day.