KAMEK THE REF'S
BATTLE KODE: SUMMON MAGIC
INTRODUCTION:
WHAT IS SUMMON MAGIC? WHY DID IT NEED ITS OWN KODE PAGE?
PART 1:
RULES OF SUMMONING
PART 2:
THE EIDOLONS
v1.0, last updated 2/22/13
RECENT UPDATES:
2/22/13: Here it
is. Summoner underwent a major overhaul, and is now quite unique -- and
quite complex, so I made this thingy.
INTRODUCTION:
WHAT
IS SUMMON MAGIC? WHY DID IT NEED ITS OWN KODE PAGE?
Like so many of the other
job classes, the Summoner comes
directly from the Final Fantasy series. Its skillset is called Summon
Magic, and consists of a number of different creatures it can summon.
If you've played pretty much any Final Fantasy, you're probably
familiar with most of them: Ifrit, Shiva, and so on. I also included a
few summons from non-Final Fantasy sources, because I could. Anyway,
summon magic was pretty simple: you'd summon a monster, and it would
launch a powerful attack against all enemies, like summon magic in
pretty much any Final Fantasy game from 3 to 9. (A few summons had
other uses, but mostly it was damage.
But as time went on,
summon magic became less useful. The system change in 2006 powered down
a lot of multitarget attacks, to the point where summon magic was of
questionable use except against large groups. Other magic-using classes
outshone it; the only reason to play a summoner was to get access to
its very useful non-offensive summons. Which is nice, but it left the
skillset with a lot of dead weight, especially on a job class that was
supposed to be good at offense.
Thus, in 2013, an idea
was proposed to make summon magic more like newer Final Fantasy games:
instead of having a monster appear briefly to throw one crappy attack,
they would actually join battle, receive turns, have their own stats
and skills, and generally be more useful. (Also I decided to use the
term "Eidolons" for the monsters themselves, a term that appears in
Final Fantasy 9 and the more recent remakes of Final Fantasy 4.)
However, such a gimmicky system would have to have a lot of rules and
notes in place to prevent any confusion -- or any game-breaking. And I
didn't wanna clog up the main Kode with a huge list of those rules.
Furthermore, I wanted a place to detail the summon monsters' stats and
skills, for easy reference. There's already a precedent for a whole
Kode side-page dedicated to a single job class (NetNavi),
so I decided I might as well do one for Summoner too.
PART 1: RULES OF SUMMONING
With most classes, you get a
turn, you use a move, something happens, and that's the end of it until
your next turn. Summon Magic is a little trickier, so we had to make
this entire Kode section to see how it works. So... let's see how it
works! (By the way, I'll use the term "Summoner" a lot, but unless
otherwise specified, this also applies if you have Summon Magic as your
secondary.)
Okay, so! You have a
turn, and you decide to summon an Eidolon. You pay the MP cost, and
then you disappear from play, receiving both MIA and Stop status. This
is a special kind of MIA, too; you can't be Warped back by a time mage,
and you also can't be hit by moves or hazards that would normally hit
MIA fighters. The Stop status is to ensure that you come back with the
same CT you had when you used the summon spell.
So you disappear from
the battlefield, and the Eidolon appears in battle, with its own stats
(as seen further down in this document). Its CT is immediately set to
100, so it will receive its turn immediately (or almost immediately).
The Eidolon will remain in play for a total of three turns; after the
third turn, the Eidolon disappears and the summoner returns to play.
The Eidolon's turns are taken by the summoner; it responds only to the
summoner's commands. It is player-controlled, not ref-controlled.
Each Eidolon has
exactly three skills (not counting Eidolon Dismissal, which we'll get
to in a bit). There's an offensive skill and a defensive skill, both of
which are pretty straightforward. (Some of them have MP costs listed,
but Eidolons have infinite MP so this is not an issue for them.) The
third skill listed is the Eidolon's signature move, and it's usually
pretty powerful, be it offensive or defensive. However, signature moves
require some charging: low-tier Eidolons require 4 ticks for their
signature moves, mid-tier Eidolons require 5 ticks, and the strongest
Eidolons take 6 ticks to perform their signature moves. Furthermore,
once an Eidolon has performed its signature move, it immediately
disappears from play and the summoner returns to the battlefield, even
if it hasn't had three turns yet. If it IS the third turn, the Eidolon
remains in play until the move goes off, and it disappears afterward.
It's up to you whether you want to perform the signature move
immediately upon summoning (which minimizes risk to the Eidolon and
gets you results fairly quickly) or keep it around a while first to
help out with its other moves.
I mention risk to the
Eidolon because they do have HP values and you do need to keep an eye
on them. If your Eidolon runs out of HP, you die as well: the summon
ends immediately, you are returned to the battlefield and your HP
immediately goes to 0. So don't let your Eidolons die on you. Even if
you are revived, you won't be able to summon that Eidolon again.
Of course, Eidolons
have much higher HP than regular player characters, so they won't die
easily, and they are immune to instant-death effects. However, they
also can't be healed in battle. Further, Eidolons are immune to all
status effects -- both good and bad. You don't have to worry about
losing an Eidolon's turns to Paralysis, but you can't try to protect it
from enemies with an Aura or the like. So status immunity is kind of a
double-edged sword. The one status Eidolons can receive is Adrenaline
Rush, which we'll get to. Eidolons also cannot have their stats or
skills affected by items; for instance, you wouldn't want to give a
materia to an Eidolon.
When an Eidolon leaves
play, it doesn't recover its HP... well, not right away. For every turn
the summoner receives, any inactive Eidolons recover 100 HP; that
becomes 150 HP if you use Wait, and 200 if you use Idle. However, this
only applies to turns received
by the summoner himself; an Eidolon won't heal if another Eidolon is
out.
When an Eidolon
receives a turn, you can dismiss it early; the Eidolon leaves the field
and the summoner returns immediately. This is a good way to save an
Eidolon who's taken a beating, or if you just want to summon a
different Eidolon or even use a secondary skill (or a primary skill, if
Summon Magic is your secondary). This appears in all the Eidolons'
skillsets as "Eidolon Dismissal". Normally, the summoner returns with
low CT, so it's basically a lost turn and only advisable in
emergencies. However, there is a support skill called Dimensional Tactician; with this
skill, when you dismiss an Eidolon early, your own CT is raised to 100
and you get a turn pretty much immediately. That turn may not be used
to summon another Eidolon, but it's better than losing the turn
entirely. The Summoner job class has this skill by default; if you want
these free turns in some other job class, you need to bring Summon
Magic secondary as well as the Dimensional Tactician support skill.
I mentioned that there
is one status change that Eidolons can receive. Summoners and Eidolons
share an adrenaline gauge; if a summoner has 50 Adrenaline and summons
Shiva, Shiva will spawn with 50 Adrenaline. Eidolons receive Adrenaline
normally, they can receive Adrenaline Rush and perform double-power
attacks. The summon spell itself may NOT be Rushed; a summoner can't
cast Rush Bahamut, but if you summon Bahamut, it inherits your Rush and
it can cast Mega Flare at double power. On a similar note, summon magic
is incompatible with EX Attack.
Speaking of status
changes, a summoner will be immediately cured of Poison, Regen,
Seizure, and/or Morph when summoning an Eidolon, so your HP/MP will not
change while you're out of play. Other status changes will time out
normally while you're gone. Do beware of Death Sentence; you can
succumb to a Death Sentence mid-summon, and when you die, your summon
will end abruptly.
An Eidolon may use its
final turn (including signature moves) to boost its summoner with
support moves, such as healing and status effects. Therefore, the
summoner himself can reap the benefits of moves like Healing Horn or
Kekkai En.
If multiple fighters
have access to summon magic, they each get their own set of Eidolons.
You can even have two of the same Eidolon in play (they will be marked
with the summoner's name or initials so you can tell them apart).
Summon Magic users have
a special bond with Eidolons; job classes which use their allies'
skills cannot use summon magic unless they have the skillset. Amnesiacs
can use the Eidolons' skills, but not the summon magic itself (which is
marked !Am); the same goes for Mimics.
The Call Script ability
appears in the Summon Magic skillset, but it is not an Eidolon; it's a
standard "get a turn, do a thing" skill, and none of the above rules
apply to it. As such, it's a nice option for your instant turn if you
use Dimensional Tactician. And it doesn't cost any MP, either!
Well... that's a lot of rules and notes. However, it's not so bad once
you get used to it after a battle or two! So let's move on to the
Eidolons themselves, and see what they're capable of...
The Eidolons come in
three "tiers". The strongest Eidolons, with the strongest moves, are
"high-tier"... they have some powerful effects, but they have less HP
and speed than weaker Eidolons, and their signature moves require more
charging. The more powerful the Eidolon, the more careful you have to
be. We'll start at the low tier and work our way up.
The horned Eidolon of
blazing fire, this demon engulfs enemies in the flames of Hell itself.
HP: 350 SPEED: 12
ATK: 85 DEF: 65
MATK: 85 MDEF: 50
ACC: 60 EVADE: 55
Meteorite Spike: Punches a
flaming rock at up to two enemies, dealing 2x fire-elemental physical
damage.
Burning Strength:
Imbues up to two targets with fiery passion, giving Attack Up status.
(12 MP)
Hellfire: A fiery dash
attack engulfs all enemies in Ifrit's signature inferno. 40 MP worth of
damage, requires 4 ticks of charging. (40 MP, !Rf)
A beautiful female
Eidolon, known as the queen of ice. Her attacks are mystifying, but
deadly.
HP: 350 SPEED: 12
ATK: 50 DEF: 50
MATK: 90 MDEF: 75
ACC: 50 EVADE: 55
Hypothermia: A blast of
cold air stings all enemies for 15 MP worth of ice-elemental damage,
with a 50% chance per target to cause Sleep status. (28 MP, !Rf)
Crystalline: Erects a
shimmering icy barrier, giving Magic Defense Up status to up to three
targets. (18 MP)
Diamond Dust: Chill
all enemies to the bone, as Shiva impales them in a shower of icy
blades. 40 MP worth of damage, requires 4 ticks of charging. (40 MP,
!Rf)
Just a crotchety old
man? Hardly. This Eidolon carries a staff that discharges powerful
thunderbolts.
HP: 350 SPEED: 12
ATK: 50 DEF: 50
MATK: 95 MDEF: 60
ACC: 50 EVADE: 50
Gigavolt: Blasts one enemy
with a massive thunder blast, dealing magic damage. (33 MP)
Power Infusion: Up to
two targets begin crackling with magical energy, and get Magic Attack
Up status. (12 MP)
Judgment Bolt: Rains
down pain from on high, as Ramuh showers all enemies with powerful
lightning. 40 MP worth of damage, requires 4 ticks of charging. (40 MP,
!Rf)
An Eidolon with
powerful fists and a sturdy body, who invokes the rage of the earth to
devastate foes.
HP: 350 SPEED: 12
ATK: 90 DEF: 70
MATK: 80 MDEF: 50
ACC: 60 EVADE: 55
Tremor: Punches the ground,
creating a shockwave to attack all enemies. Deals earth-elemental
physical damage.
Stone Skin: Imbues up
to three targets with the earth's resilience, giving Defense Up status.
(18 MP)
Gaia's Wrath: Titan leaps
into the air, landing with enough force to cause a massive earthquake
on all enemies. 40 MP worth of damage, requires 4 ticks of charging.
(40 MP, !Rf)
Tiny, gentle Eidolons
that resemble fairies. Their true power is unleashed when many of them
attack as one.
HP: 350 SPEED: 12
ATK: 50 DEF: 50
MATK: 80 MDEF: 55
ACC: 50 EVADE: 60
Wind Gust: One target is
caught in a whirlwind, taking wind-elemental damage. They are tossed
about, and land with scrambled CT (random from 0 to 99). (18 MP)
Sylvan Speed: Enables
up to two targets to run like the wind with the quickness of a fairy;
add Haste status. (11 MP)
Whispering Wind: Many
Sylphs band together, riding the winds to attack one enemy for magic
damage. Damage cannot exceed the target's current HP, and half of the
damage is absorbed by all allies. Requires 4 ticks of charging. (25 MP,
!Rf)
A massive Eidolon made
of rocks, who protects others from harm with his own impressive body.
HP: 300 SPEED: 11
ATK: 90 DEF: 75
MATK: 50 MDEF: 50
ACC: 65 EVADE: 60
Rocky Kick: A kick hurts,
sure... but if the creature kicking you was made out of heavy rocks? 2x
damage, with a 20% chance to reset CT.
Steady Hand: Grants
single-minded focus to up to three targets, giving Accuracy Up status.
(15 MP)
Earthen Wall: Protects the
entire party from harm with Golem's rocky body. All physical damage is
cut in half for 11 ticks. Requires 5 ticks of charging. (26 MP, !Rf)
A small blue Eidolon
whose power comes from the ruby in its forehead. It protects others
from magic attacks.
HP: 300 SPEED: 11
ATK: 50 DEF: 50
MATK: 50 MDEF: 75
ACC: 50 EVADE: 65
Ruby Laser: A bright red
laser beam pierces the target, dealing 60 HP damage. (16 MP)
Ruby Illusion: Creates
illusory copies of up to three targets, adding Evade Up status. (15 MP)
Ruby Light: Protects the
entire party with the reflective glow from Carbuncle's ruby. All magic
damage is cut in half for 11 ticks. Requires 5 ticks of charging. (26
MP, !Rf)
A holy Eidolon
resembling a horse. Its pure horn has the power to heal and refresh
allies.
HP: 300 SPEED: 11
ATK: 70 DEF: 50
MATK: 70 MDEF: 65
ACC: 60 EVADE: 60
Holy Light: A hybrid horn
attack that hits one target for physical damage, then generates a
bright white explosion that hits all enemies for 10 MP worth of
holy-elemental magic damage. (14 MP, !Rf)
Tranquility: Gives up
to two targets the ability to stay calm and relaxed, because you're not
worried about status ailments. Adds Safeguard status. (24 MP)
Healing Horn: Purifying
light from Unicorn's horn restores HP to the entire party (12 MP worth
of healing), removing status ailments as well. Requires 5 ticks of
charging. (30 MP, !Rf)
A being of many
talents, including those of an Eidolon. She controls massive magic
power, using wild surges to turn the tide of battle.
HP: 300 SPEED: 11
ATK: 50 DEF: 50
MATK: 90 MDEF: 55
ACC: 50 EVADE: 55
Shadow Bomb: Bombards an
enemy with dark energies from beyond the void, dealing massive amounts
of magic damage and causing a wild surge. (45 MP)
Chaotic Heal: Taps
into forbidden energy to heal the injuries of the entire party. 20 MP
worth of healing, but it causes a wild surge. (35 MP)
Quadra-Surge: Alters the
battle using Surge's infamous unpredictability. Four wild surges are
spawned on a selected target or targets; caster chooses one or more to
go off (but must choose at least one). Requires 5 ticks of charging.
(19 MP, !Rf)
One of the strongest
Eidolons out there, the Lord of All Waters is a large serpent who
wields a massive tsunami as proof of his power.
HP: 250 SPEED: 10
ATK: 85 DEF: 60
MATK: 85 MDEF: 60
ACC: 60 EVADE: 60
Dive: Submerge, then
reappear below one target with a powerful attack. Deals 2x
water-elemental physical damage, and ignores defense.
Cleansing Waters: Uses
pure water to soothe allies' wounds (10 MP worth of healing). (17 MP)
Tidal Wave: A giant tsunami
crashes and devastates foes, showing the full power of Leviathan's
waters. 50 MP worth of damage, requires 6 ticks of charging. (50 MP,
!Rf)
This Eidolon was once a
ninja, and eventually became a flame dragon. He specializes in creating
powerful barriers.
HP: 250 SPEED: 10
ATK: 80 DEF: 65
MATK: 50 MDEF: 65
ACC: 50 EVADE: 50
Dragon Rush: A full-body
attack on one target, with a very large and scaly body. Deals 3x
physical damage, but has 75% as much accuracy as a regular attack.
Sneaky Stealth:
Utilizes the power of the shadows to protect people from their foes.
One selected target receives Vanish status; another receives Shadow
status. (29 MP)
Kekkai En: A flame shield
protects the team courtesy of Madoka, the Barrier King. All allies
receive 30-HP auras. Requires 6 ticks of charging. (45 MP, !Rf)
Generally regarded as
the strongest Eidolon there is, the king of dragons breathes
destruction... literally.
HP: 250 SPEED: 10
ATK: 65 DEF: 65
MATK: 90 MDEF: 65
ACC: 65 EVADE: 65
Nuke: A short, but brutal
attack that simply cannot be survived by the weak. Magic damage to one
target, ignoring the critical rule. (35 MP)
Dragon's Favor:
Increases your offensive prowess with gifts from the lord of all
dragons. Two targets (repeats OK) have Atk and MAtk increased by 10.
(20 MP)
Mega Flare: Bahamut's sheer
destructive prowess is on display as he exhales a giant, exploding
laser beam at all enemies. 60 MP worth of damage, ignoring defense;
requires 6 ticks of charging. (60 MP, !Rf)
This Eidolon appears to
be a large, blazing bird. Its gentle flame raises those who have fallen
in combat.
HP: 250 SPEED: 10
ATK: 50 DEF: 50
MATK: 85 MDEF: 70
ACC: 50 EVADE: 65
Fire Ball: Shoots two
fireballs at selected targets, dealing 20 MP worth of fire-elemental
damage. (20 MP)
Phoenix Feather: Even
better than a Phoenix Down, but nearly impossible to come by, up to two
of these are given out. The targets receive Auto-Life status.
Flames of Rebirth:
Phoenix's flames carry the mystical ability to raise the fallen. All
KO'ed allies are brought back with full HP. Requires 6 ticks of
charging. (64 MP, !Rf)
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This document is (c) H Cuz 2013 and may not be reproduced without permission