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Summon (召喚, Shōkan?), also known as Call (よびだす, Yobidasu?), Conjure, or Summoning, is a recurring command ability in the Final Fantasy series. It lets the user call forth summoned monsters into battle.
In the earlier Final Fantasy games, whenever the player summons, flaming green orbs float out or encircle the player character preceding the selected summon's appearance. Depending on the game, the summoned monster attack and then leave, or stay and continue to attack until defeated or its time runs out. In Final Fantasy XII and onwards, the flaming green orbs do not appear, and are replaced with a character animation of the summoning, or a seal where the summon emerges from.
Even though summoning never appears as a command in Final Fantasy II, a Wyvern can be summoned with the use of an item. However, the 20th Anniversary edition added the Arcane Labyrinth sidequest, which holds a strong allusion to this ability. Deumion, the main character of this sidequest's subplot, has the ability to summon holy creatures, such as Phrekyos.
Summon can be used by the Evoker, Sage, and Summoner jobs, with different effects. Evokers will randomly summon an "offensive" or "defensive" attack from a chosen summoned monster. Offensive attacks may deal damage, while defensive attacks usually buff up, heal the party, or inflict Status Effects on all the monsters.
Known as Call in the SNES version, Rydia has the ability to summon Eidolons to deal massive damage against enemies. The Summon command's Charge Time varies, and its charge time it taken from the spell the player selects to cast.
Like in Final Fantasy IV, Rydia still has the ability to summon Eidolons. However, she has none from the start, and only begins to get them in the final chapter. The Summon command's Charge Time varies, and its charge time it taken from the spell the player selects to cast.
- Main article: Summon (Final Fantasy V)
Summon command is learned by the Summoner class and calls forth a summon beast fir varying effects. The Call command, known as Conjure in the RPGe version, randomly selects a summon in the party's possession and summons it for no MP cost.
Summon Level 1 will give the character base Freelancer Magic +17. For each Summon level gained, up to level 6, the Magic bonus is increased by 3 per level, for a maximum of +33 Magic at Summon Level 5.
Summoning espers is accessible as long as a character is equipped with magicite, by selecting the Magic command and pressing the Control Pad upwards while at the top of the list. All summons have unblockable attacks that cannot be reflected, but can only be summoned once per battle. Characters cannot summon if they are equipped with the Soul of Thamasa relic.
The game does have an actual command called "Summon" found within the game's data, but it's dummied out and can only be accessed via hacking the game. The Summon command would have allowed the player to summon their equipped esper over and over again during the same battle as long as the one summoning it has enough MP, but due to a glitch in the code, it can only target the caster, and the only espers that can be summoned through this command are those that target the party.
- Main article: Summon (Final Fantasy VII)
Summon command is accessible as long as a character is equipped with Summon Materia. The times the summon can be called is dependent upon the Materia's level, although using the Master Summon Materia allows a character to summon anything, any time, any given number of times in a single battle, as long as they have the appropriate MP.
When summoning, characters are surrounded by a flash of light. Several spheres of color with strange symbols float up while the character stretches out their arms. They disappear just before the summon performs its attack.
Cait Sith can also use his Limit Break ability as part of the Slots, which allows Cait Sith to summon for no MP cost. The higher the level, the better the chance of achieving higher summons. While Knights of Round is possible at higher levels, there is only a very small chance.
When summoned with Cait Sith's Limit Break, the ability names refer to the summon's name, as opposed to the ability name, so Titan would be called Titan instead of "Anger of the Land". Exceptions to this are "Gunge Lance" and "Fat Chocobo", which are secondary abilities of the Odin and Choco/Mog, respectively.
GF command appears when a character has junctioned a Guardian Force with the command and has equipped the command to be used in battle. The GF is not summoned right away after selecting the command; a second ATB bar appears over the summoner's, and when it depletes the summon is used. The GF's HP replaces the summoner's for the duration of charge time, and if the GF's HP is depleted, the summon is canceled, and the GF cannot be summoned until it is healed. Charge time can be reduced by raising the summoner and the GF's compatibility.
The Summon command is used by both Dagger and Eiko, although each have access to different summons. In Trance, Garnet's summon command is called Eidolon (幻獣, Genjū?). In this mode, an eidolon called by Garnet will randomly appear to attack even after it has been dismissed after its initial summoning.
The Mimic can also call forth a minion through the Call command. A Mimic will call a Magic Vice to assist them in battle. If the Magic Vice is defeated, only then will the Mimic use the same command again.
The damage formula for summon varies depending on whether the full animation is shown or not. For the full animation, the damage formula is as follows:
If half of the animation is shown, the formula for damage is changed to the following:
After Eiko first joins the party at the Mountain Path, if the player uses her Summon command in a battle before fighting Hilgigars, Zidane will be surprised and comment on her use of eidolons.
Only Yuna has access to the summon command. When she summons an aeon, the rest of the party leaves the area (even KO'd allies will get up in order to leave, although if the aeon is dismissed, the party member will collapse immediately after reentering the field). Final Fantasy X is the first Final Fantasy in which the summoned creatures can be controlled.
After being summoned, the player controls the aeon who will act like a regular character in battle, with its own HP and stats. Aeons are immune to all status effects (except for Curse), but might be vulnerable to certain elements. Aeons can be dismissed either through selection of the Dismiss command, or if the aeon dies, in which case the aeon can't be summoned again during the same battle.
Yuna can also use the Grand Summon command as her Overdrive. Grand Summon allows her to summon one of her aeons with a full overdrive bar overlaying their regular gauge, meaning their previous gauge isn't wasted.
Summoning is seen in a number of battles. Belgemine calls Ifrit into battle on the Mi'ihen Highroad, and later Ixion in the Moonflow, then Shiva in the Calm Lands. Belgemine also has the opportunity to summon all of her aeons in the Remiem Temple. Isaaru can summon his Valefor, which he calls Pterya, his Ifrit, which he calls Grothia, and his Bahamut, which he calls Spathi. Ginnem summons Yojimbo in the Cavern of the Stolen Fayth. Seymour can summon Anima. In the International and PAL-releases Bevelle's summoners summon the Dark Aeons the player can battle as optional bosses.
Summoners and characters with Summoner as their secondary job have access to the Avatar and blood pacts they have earned. In this case, the summoned creatures are each considered their own spell and are unable to be called in the event the summoner is silenced.
The Summon command, found under the option Mist, enables a character to summon the Espers acquired in the License Board. Summoning an Esper is similar to using a Quickening; the Lv 1 Espers take one MP bar to summon, whereas the Lv 3 Espers take all three. Summoning an Esper is instantaneous and takes no Charge Time.
When an Esper is summoned the two other party members disappear, and the battlefield is shared by the Esper and its summoner. The music is replaced by the "Esper" as long as the Esper is present. An Esper's level is identical to its summoner's, so their stats grow. Yet, Espers have fixed Attack, Defense, and Magic Defense (like wearing the same "equipment"). Each summon lasts maximum of 1:30 minutes and ends when either the summoner or the Esper dies, or the Esper uses its ultimate move.
The ultimate attacks are area-effect attacks and target the enemy with the highest max HP. In battle, the Esper follows its own gambits the player can't influence. In this sense, Espers work much like guests. In the game's International version, the Espers can be controlled by the player. Espers' attacks never deal hit combos or Critical Hits.
Espers can cast magick even if they have no MP. This means the player can Syphon their MP freely. Espers are immune to almost all negative statuses and whenever an Esper is on the battlefield, the enemies tend to focus their attacks on it.
The summon command is a technique that costs three Technical Points to use, and allows the party leader to summon their personal Eidolon into battle. Unlike other techniques, which can be learned by unlocking them from the Crystarium, the summon command can only be learned after the character acquires an Eidolon by forcing their Eidolon to yield in battle.
The party leader is immune to damage during the summoning animation, which can be used for strategic advantage by timing the summoning right when an opponent is launching its attack. The Eidolon is dismissed if the summoner dies, or it runs out of SP in normal mode, or after using its special attack in Gestalt Mode. After being dismissed, the party appear back on the battlefield in full HP with all status ailments healed. Eidolons can be called upon multiple times during a battle, but as it takes quite a lot of TP, doing so is rare.
When summoning an Eidolon the two other party members are dismissed and the battlefield is taken by the Eidolon and its summoner. During this time any role bonuses from the dismissed party members are not in effect. During the battle the player has a time limit during which they can fill the Gestalt Gauge, which determines the strength of the Eidolon's special attack, and how long a Gestalt Mode they can have. The same attributes affect the Gestalt Gauge build as during first the battle against the same Eidolon. The time limit that determines this first battle phase is the SP gauge. The SP gauge keeps steadily depleting over time, and any attacks the Eidolon sustains are depleted from the SP gauge rather than from an HP bar.
During Gestalt Mode the opponent is unable to attack, making the whole Gestalt Mode sequence akin to the summoning animations in previous Final Fantasy titles, only giving the player a more active role.
Summoning is planned to be added as part of the 2.0 update. There will be two forms of summoning, one as a regular class that will be able to summon "lesser" creatures (with Carbuncle being used as a possible example) and a special Primal summoning exclusive to player run companies. These summons will be incredibly powerful, and calling them will even alter the whole area's weather during it's duration (summoning Ifrit would affect the entire zone with the unique "burning" weather from the Bowl of Embers, for example).
Each company will be able to 'hold' a Primal by defeating it in battle, losing the 'hold' over it and allowing another company to obtain the summon after it is called once.
Worthy of note, the Inferno Tapers needed to enter the current Ifrit battle are orbs that contain fire, similar to those shown in other games when using the Summon command.
Summoning appears in the game in the form of Eidolons, powerful beings which can be controlled in return a party member who cannot be used again until the mission is finished. The system is much like Final Fantasy X in which the summons are fully controllable.
Summon is a command ability, learned from the Summoner job class. In order to use it, the unit must have learned at least one summon by spending JP. The summon is not unleashed immediately, but will involve a Charge Time.
The amount of charge depends on the selected summon, the stronger the longer. The original English version had reduced the charge time of all summons, but was reverted to the same as Japanese version in the The War of the Lions port.
Summoning is a command ability, again learned by the Summoner job, which can only be accessed by viera, with the exception of Penelo. Staves teach summon magic. Some accessories allow units to summon powerful Espers called Scions, most of which deal damage to all enemies.
Summoning is the fixed job command of Summoners.
Another unrelated command is Summon Friend, which allows the player to summon their friends' sent actions.
- “Calls forth a random Eidolon without using MP.”
- —Description of Call
Summons make an appearance in Dissidia in the form of Summonstones, where they can be equipped by characters and used in battles for various effects, for example manipulating bravery and even breaking the opponent.
Summons make a return in Dissidia 012, performing much similarly, and with a wider range of summons available. The character, Yuna, is also able to summon Aeons to her aid in battle, using them to perform all of her attacks.
Rydia, Eiko, and Yuna attacks with summoned monsters from their respective games: Rydia summons Mist Dragon, Eiko summons Madeen, and Yuna summons Valefor. Krile has the Summoner's Dualcast which makes her summon both Titan and Odin for her attack.
One of Garnet's cards can use her Eidolon command. For the discard of a Garnet card and payment of any amount of any type of CP, Eidolon lets the player choose up to two Eidolons in their Break zone with a combined cost less than the CP they paid, and for that turn they can be summoned for no cost. The selected Eidolons are removed from the game if they are summoned by this ability.
A card depicting the Final Fantasy XI version of Cait Sith has "Summon [Atomos]" as its ability, usable by Dulling Cait Sith and discarding another Cait Sith card. The ability places all characters in the Break Zone, and allows the player a second turn immediately once their current turn ends.
Non-Final Fantasy AppearancesEdit
In Seiken Densetsu 3, the classic flaming orb appears in a variety of colors for Riesz (Lise in the fan translation), including the classic flaming green orb. They are used as icons on her ring menu, representing summon spells.
- In Final Fantasy X-2, during the spherechange sequences for the Mascot dressphere, Yuna, Rikku and Paine are introduced by their weapons (a miniature Moomba, PuPu and Cactuar, respectively) mimicking the summoning ritual from Final Fantasy X, complete with four small, flaming green orbs.
|Final Fantasy XIII Abilities|
|Powerchain - Lifesiphon - Faultsiphon - Launch - Ravage - Smite - Blindside - Scourge - Jeopardize - Deathblow - Adrenaline|
|Attack - Blitz - Ruin - Ruinga - Highwind - Sovereign Fist|
|Vigor - Overwhelm - Fearsiphon|
|Fire - Fira - Firaga - Blizzard - Blizzara - Blizzaga - Thunder - Thundara - Thundaga - Water - Watera - Waterga - Aero - Aerora - Aeroga - Flamestrike - Froststrike - Sparkstrike - Aquastrike - Army of One - Cold Blood - Last Resort|
|Evade - Counter - Deathward - Fringeward - Reprieve|
|Provoke - Elude - Challenge - Vendetta - Entrench - Steelguard - Mediguard|
|Deprotect - Deprotega - Deshell - Deshellga - Poison - Poisonga - Imperil - Imperilga - Slow- Slowga - Fog - Fogga - Pain - Painga - Curse - Cursega - Daze - Dazega - Dispel - Death|
|Bravery - Bravera - Faith - Faithra - Haste - Vigilance - Enfire - Enfrost- Enthunder - Enwater - Protect - Protectra - Shell - Shellra - Barfire - Barfrost - Barthunder - Barwater - Veil|
|Cure - Cura - Curasa - Curaja - Esuna - Raise|
|Summon - Libra - Renew - Quake - Dispelga - Stopga|
|High HP - Low HP - Physical Defense - Magic Defense - Damage Reduction - Ultimate Physic - Ultimate Magic - Fire Resistance - Ice Resistance - Lightning Resistance - Water Resistance - Wind Resistance - Earth Resistance - Debrave Resistance - Defaith Resistance - Deprotect Resistance - Deshell Resistance - Slow Resistance - Poison Resistance - Imperil Resistance - Curse Resistance - Pain Resistance - Fog Resistance - Daze Resistance - Boost - Gestalt - Positive Effect - Adamancy - Independent|
|Eidolons: Normal Mode|
|Common Abilities: Arise - Penetration - ATB Charge|
|Shiva: Wheel Rap - Flip Kick - Wheel Grind - Wheel Toss - Pirouette|
|Odin: Flourish of Steel - Skyward Swing - Seismic Strike - Crushing Blow - Ullr's Shield - Valhalla's Call|
|Brynhildr: Slash - Valkyrian Scythe - Gunshot - Pyroshot - Cryoshot - Electroshot - Hydroshot - Pyroburst - Electroburst - Hydroburst|
|Bahamut: Dragon Claws - Whirlwind - Umbral Vise - Inferno - Ignis|
|Alexander: Steelcrusher - Obliterator - Soaring Uppercut - Blast Punch - Explosive Fist - Lofty Challenge|
|Hecatoncheir: Pummel - Aerial Tackle - Hurricane Kick - Force Projection - Counter - Looming Wrath|
|Eidolons: Gestalt Mode|
|Shiva: Wheelie - Spinfreeze - Icicle Drift - Ice Ramp - Diamond Dust|
|Odin: Stormblade - Lightning Strike - Razor Gale - Thunderfall - Zantetsuken|
|Brynhildr: Chopper Spin - Caltrop Bomb - Centrifugal Sweep - Spark Shower - Múspell Flame|
|Bahamut: Hunting Dive - Aerial Loop - Obliterating Breath - Pulsar Burst - Megaflare|
|Alexander: Purification - Earthquake - Brutal Sanction - Retributive Blast - Divine Judgment|
|Hecatoncheir: Chain Cannons - Missile Tetrad - Piercing Ray - Force Blasters - Gaian Salvo|