Summoners rely on summoning magic to attack enemies. In addition, they have passive abilities which enhance both normal summons and Friend Summons, obtainable after linking with other players. They have high magical skill but lack in physical ability. They are most proficient with Rods but can use Staves and Daggers to lesser degrees.
When the Summoner is first obtained, it will only have access to the Girtablulu summon. To gain access to the others, Summoners must meet two requirements. First, they must have be at or above the necessary job level. Next, they must be awarded the summon by facing an Anchorite in a battle. The Anchorite will use the summon as an automatic first turn. At least one member of the party must survive the summon's attack. If this occurs, the Anchorite will grant the summon to the player.
Reduce damage taken from Lightning attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Lightning nullification effects take precedence over reduction effects.
Summoning Lv. 2
Enables the use of level 2 summoning: Hresvelgr. Note that this cannot be used without finding the appropriate summon.
Summoning Lv. 3
Enables the use of level 3 summoning: Ziusudra's Sin. Note that this cannot be used without finding the appropriate summon.
The amount that affinity goes up with one Summon Friend doubles.
Raise the MP cost of summoning magic by 1.25 times, and raise its damage by 1.25 times. This can be set at the same time as Max Summoning.
Enables the use of level 4 summoning: Promethean Fire. Note that this cannot be used without finding the appropriate summon.
Summoning Lv. 5
Enables the use of level 5 summoning: Deus Ex. Note that this cannot be used without finding the appropriate summon.
When you suffer a K.O., random summon magic that you have learned is invoked without consuming any MP. Note that this effect will not occur during reraise or in the case of a K.O. from poison damage.
Summoning Lv. 6
Enables the use of level 6 summoning: Susano-o. Note that this cannot be used without finding the appropriate summon.
Restore MP equal to 1% of sustained damage. This effect is not triggered by damage from poison.
Each time summon magic is used in combat, the damage it does rises by 10%. Note that the same summon magic does not have to be used for this to take effect.
Summon in Pinch
When your HP falls below 20%, summon magic that you have learned is randomly invoked without consuming any MP. Note that this effect is not triggered by poison damage.
[view·edit·purge]Evocation is the act of calling upon or summoning a spirit, demon, god or other supernatural agent, in the Western mystery tradition. Comparable practices exist in many religions and magical traditions and may employ the use of mind-altering substances with and without uttered word formulas.
White Magic - White Magic Lv.1 - M.Defense 10% Up - White Magic Lv.2 - Staff Lore - Self-Healing - White Magic Lv.3 - Abate Water - Angelic Ward - White Magic Lv.4 - M.Defense 30% Up - White Magic Lv.5 - Epic Group-Cast - White Magic Lv.6 - Conservation of Life
B/W Magic Lv.1 - MP 20% Up - B/W Magic Lv.2 - Turn Tables - MP Free in a Pinch - B/W Magic Lv.3 - Adrenaline - Save Magic MP - BP Recovery - B/W Magic Lv.4 - Revenge - Revival - An Eye for an Eye - In the Red
Singing - Love Power - Love Rush - One More for You - Got Your Back - Key to Your Heart - Support Amp - Little Devil - Catch Me - Buff Up - Prolong Support - Charm Immunity - Save Singing MP - Zero Sum - My Hero