Grand Summons (NeXT)

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Grand Summons (NeXT)

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Post by Tony »

Grand Summons

Higher-order, extraplanar, otherworldly, or supranatural creatures that can be called upon through some spiritual, technological, or psychic means to serve, aid, or otherwise interact with creatures on the physical plane, these entities are as diverse as the multiverse itself.

While there isn't a strict hierarchy of these "summoned creatures," there are different aspects of them that can be called upon by various methods.

Materia Summons - a Summon Materia is used to briefly tap into a summoned creature's physical aspect for a limited amount of time; this usually manifests in battle as a limited interaction before the creature returns to its source.

Guardian Forces - the summoned creature's aspect lingers in the physical plane for a limited amount of time; it may perform in battle or otherwise interact with the environment as a physical entity for some time. This is typically used with paramagical "Junctioning," but some summoners may be able to tap into this naturally.

Spiritual Summoning - using magic of some kind, whether pact- or ritual-based, the summoned creature is brought to the physical plane for a short time. This is similar to Materia Summoning, but can be more potent the stronger the summoner.

The Pantheon

A vast majority of Grand Summons are part of the universe's pantheon of upper level beings. Most of them represent elemental or spiritual domains, while some others may represent different aspects of the universe in their entirety.

Soa - a difficult-to-conceive creature of immeasurable power and influence, regarded as the highest form of intelligence in the multiverse with the power to make and unmake reality at a whim. Considered by many higher-order beings to be capricious, flighty, aloof, and prone to quick, reactionary decisions. She represents the highest level of the Pantheon.

Maxwell - the 'god of gods,' an enigmatic being of order that maintains power and influence over the rest of the Pantheon in a "Court" with its own guiding rules, restrictions, and hierarchy.

The Aspects - a class of higher-order entities responsible for elemental forces and spiritual domains. These creatures include varied and diverse legendary figures from across the multiverse, some with duplicative or overlapping responsibilities. This includes the eight Mana Spirits and other figures of universal influence. These Aspects fall under the influence of Maxwell's Court and follow his mandates.

Deities - a caste of beings responsible for overseeing specific processes or regions in the universe, revered as gods in their own rights. While they are easily outclassed by the Aspects, each deity retains the power to change entire worlds at a whim. Some examples include Althena, Palutena, Hades, and Viridi.

Eidolons - spiritual entities that reside within and under the influence of the other castes, these creatures are usually regarded as extraplanar or aethereal in nature, formed either entirely out of an element, from spiritual energy, out of supernatural intervention, or naturally from the orders of the universe. These are the most common and diverse higher-order creatures and regarded as deities in many cultures since they are the most likely to come into contact with other creatures and civilizations. The Eidolons include Shiva, Ramuh, and Ultima.

__________________________________________________________________

Wind Elementals

Sylph
Description: Small, fairy-like spirits of wind that range in size from insect-sized to that of a tiny, tiny human at the peak of their growth. Sylph are kindhearted, tending to the wounded if they sense a pure heart, but slow to trust those they perceive as threats.
Guardian Force HP: 2000 * Level
Out of Combat Effects: Sylph are excellent caretakers, and if left in the clinic, enhance recovery times by 10% per level through their careful attention to the wounded. They can, however, be a little overzealous about 'protecting' their charges..

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Cure x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Drain x1 per mission x2 per mission x3 per mission
Esuna x1 per mission
Level 1: (100 MP * Level)
Summon Attack: Whispering Wind 5,000
The Sylph buzz about the enemy swiftly, gathering their life force like pollen and sending it back to their summoner's allies. Deals 2500 Wind damage per level to all enemies, the total damage done distributed evenly among all allies as healing.

Level 2: (200 MP * Level)
Summon Attack: Purify
The Sylph buzz busily about the area, keeping a steady flow of gentle, clean wind rolling through the battlefield. For Level rounds, gaseous attacks and effects are unusable.

Level 3: (300 MP * Level)
Summon Attack: Silent Wind
A gathering of high ranking sylph cast a special spell, bidding the wind to push oppressively inward around the enemy, making it difficult to breathe out. Deals 7000 Wind damage per level, with a 5% chance per level of Mild Silence.

Level 4: (450 MP * Level)
Summon Attack: White Wind
The playful fairies dance and gambol about the summoner, laughing and singing to bring his or her spirits to their highest. The gathered life force is coaxed into a pure white whirlwind, which bursts outward, healing all allies by the summoner's current HP per level and curing 2 Mild to Moderate status effects per level.

Level 5: ( All MP, Minimum of 1000)
Summon Attack: Shining Aeroja
The Sylph call forth their sisters from about the four winds, a menagerie forming in concentric circles above the enemy party. They all begin to fly at once in increasingly swift circles, trapping the foe in an emerald green twister that batters them about violently, dealing 400,000 Wind damage with a 75% chance of Mute.

Choco/Mog
Description: The spirit of a heroic young moogle who stood up to a Magitek walker as it advanced on Marshe, only to be plucked out of harms way at the last second by a passing chocobo. His spirit of unrequited sacrifice lives on, transcending time and space in search of impossible fights to join and gain honor. The moogle is unremarkable, sitting astride a yellow chocobo and wearing a hachimachi.
Guardian Force HP: 5000 Per Level
Out of Combat Effects: Provides transportation to one person, with Run skill of 5*Level. It can only run across relatively flat land though, and cannot cross running water.
Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Ruinra x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Brave x1 per mission x2 per mission x3 per mission
Aera x1 per mission
Level 1: (200 MP * Level)
Summon Attack: Deathblow!
The chocobo and rider comes charging on the battlefield from nowhere at top speed, smashing into the enemy ranks with such force that a huge cartoonish fight cloud is kicked up. The dizzied moogle is scooped up and carted off before anyone can react. Deals 11,000 unsoakable Wind damage per level, with a 5% Fear chance per level.

Level 2: (300 MP * Level)
Summon Attack: KWEH!?
Chocobo and rider appear before the allied party and preform a double dance, restoring HP with the mixed power of Chococure and Snowman Rondo. Restores 2000 HP per level to all allies.

Level 3: (500 MP * Level)
Summon Attack: Super Deathblow!!
Chocobo and rider come screaming onto the scene, leaping just before they hit the fray to dive at an angle into the enemy ranks, causing an explosion. The dazed moogle is one again carted off by the chocobo. Deals 12,000 unsoakable Wind damage per level, with 10% Fear chance per level and 5% Medium Lapse chance per level.

Level 4: (750 MP * Level)
Summon Attack: Kupomnislash
The brave rider charges into the fray recklessly, standing on the chocobo's back and spinning rapidly to throw off blades of air from its foot as the bird dashes randomly about. It ends with a leap, a spin, and a meteoric crash down that sends both flying into the distance. Deals 1d15 hits of Pure damage, dealing 5000 Wind damage per level each.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: Fat Chocobo
The Fat Chocobo of lore comes crashing down like a meteor, crushing all foes beneath its... Wrath. Deals 9999 damage and instantly kills enemies with lower EXP than the caster.

--------Evolves Into--------

Choco/Mog Paladin
Description: The moogle has awakened to true heroism, to live for a cause rather than die for it. He wears the prerequisite five belts and spiked hair of a hero and rides a gold chocobo.
Guardian Force HP: 11,000 Per Level
Out of Combat Effects: Provides transportation to one person, with Run skill of 5*Level+5. It can cross mountains and oceans with ease, but the rider can still only dismount on flat land.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Ruinra x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Brave x1 per mission x2 per mission x3 per mission
Aera x1 per mission
Pearlra x1 per mission x1 per mission x2 per mission x2 per mission x3 per mission

Level 1: (300 MP * Level)
Summon Attack: Super Deathblow!!
Chocobo and rider come screaming onto the scene, leaping just before they hit the fray to dive at an angle into the enemy ranks, causing an explosion. The dazed moogle is one again carted off by the chocobo. Deals 12,000 unsoakable Wind damage per level, with 10% Fear chance per level and 5% Medium Lapse chance per level.

Level 2: (500 MP * Level)
Summon Attack: KWEH!!!
Chocobo and rider appear before the allied party and preform a double dance, restoring HP and status with the mixed power of Chocoesuna and Water Harmony. Restores 2500 HP per level and removes one bad status from each ally.

Level 3: (650 MP * Level)
Summon Attack: Hyper Deathblow!!!
The rider comes barreling onto the scene, circling the foe rapidly to kick up a tornado that gathers and hovers the enemy helplessly, then running straight up it to crash into them. Deals 14,000 Wind damage per level and knocks all enemies Level areas in random directions. Also has 5% chance per level of Terror and Knockdown.

Level 4: (800 MP * Level)
Summon Attack: Moogleheart
The chocobo dives from above at a steep angle while the moogle leaps off to hover, spinning above, bird crashing like a meteor into the center of the enemy with an explosion that launches them straight up into the waiting moogle. After a barrage of frantically spinning kicks, the moogle gets dizzy and plummets to the ground along with the enemy for a second explosion. 1d24 hits of 5000 damage each. Against Bosses a second 1d6 is rolled.

Level 5: ( All MP, Minimum of 3000)
Summon Attack: Fatter Chocobo
The Fat Chocobo's true grandeur comes crashing down on the enemy. Deals 999,999 non-elemental damage, with a 50% chance of instant death per non-boss enemy.

Valefor
Description: A young lady who sacrificed herself to arm Spira against Sin, her spirit yet retaining its freedom in the form of a great bat-like creature. Valefor is a winged lady of few words, though somewhat affectionate and playful toward her summoner. Her freewheeling dance through the heavens can quickly become a deadly dive, however, when she is called to battle.
Valefor resembles a giant hybrid of bat and bird, covered mostly in purple scales, while her underbelly and the insides of her wings sport a peachy color, and her neck, head, and lower torso are bedecked in fluffy crimson feathers. Lacking arms, she relies on her taloned feet and long tail to grip and strike, and sports a curious set of three horn-like extension at the base of each wing, and from the bottom of one hangs a giant chain of golden hoops. Her fierce beaked face is covered by a thorny white mask shaped like an arrow, and her long hair fades to white, flowing along behind in a tight ponytail.
Guardian Force HP: 10,000 * Level
Out of Combat Effects: Valefor can carry a single rider at flight speed equal to a Run skill at level 5*Level. She lacks the magical prowess however to provide the 'life support' necessary at higher elevations, so she can't go too high with a rider.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Aera x5 per mission x6 per mission x7 per mission x8 per mission x10 per mission
Thundara x5 per mission x6 per mission x7 per mission x8 per mission x10 per mission
Blizzara x5 per mission x6 per mission x7 per mission x8 per mission x10 per mission
Fira x5 per mission x6 per mission x7 per mission x8 per mission x10 per mission

Level 1: (250 MP * Level)
Summon Attack: Sonic Wings
Valefor dives at great speed onto the battlefield, spinning to a stop with the gathered wind energy still heavy in her wings, which she releases with a sharp slashing motion of each. The double scythe strikes all foes for 14,000 Unsoakable Wind damage per level and pushes the next turn of each target back Level spaces on the init.

Level 2: (400 MP * Level)
Summon Attack: Ride High
Valefor spins into existence form below, grabbing her summoner on the way up and hovering far above the battlefield with them for Level rounds. While so skyward, Valefor and summoner can be attacked, but only by weapons and magic with exceptional range.

Level 3: (600 MP * Level)
Summon Attack: Sonic Dive
Valefor comes crashing down from the heavens in full dive, and rather than stopping this time, simply smashes through the enemy ranks at full speed, then pulls up and out without a word. This is rolled as a surprise attack against the unwary and deals 17,000 Unsoakable Wind damage per level to all foes, with a 5% chance per level each of inflicting Off Guard and Knockback2.

Level 4: (775 MP * Level)
Summon Attack: Energy Ray
Charging pure energy into her beak, Valefor cuts a swath of laser destruction across the enemy ranks, the thin line exploding a moment after it's created. This requires two reaction checks to fully dodge, each 'hit' dealing 50,000 unsoakable, non-elemental damage per level.

Level 5: ( All MP, Minimum of 2500)
Summon Attack: Energy Blast
Mustering her full power, Valefor uses her long hair and tail to channel a current of energy up into her beak, conjuring a swiftly spinning rune to channel it through in a barrage of exploding bursts. Deals 1d15+5 hits of 100,000 non-elemental, unsoakable damage each.

Pandemona
Description: An enigmatic creature that is questionably even sentient, for it says precious little and its face leaves little room for emotion. Pandemona is a demon of some sort that seems to enjoy battle to some degree, but anything else is a mystery due to its elusive nature.
The creature stands hulking and tall, with a powerful body. It has smooth, almost rubbery purple skin decorated here and there with patches of scarlet scales that form unusual patterns. Its hands are flat and flipper-like with pink nails, and its feet are covered in white feathers and seem to be hooved. Its face is taken up mostly by three crystalline, amber ovals, presumably its eyes, and tall cyan feathers stand tall from the back of it in a curious sort of ponytail. The most vexing and memorable point of its anatomy however is the triplicate of massive apertures on its right shoulder, which lead into its long tail, a light blue affair capped yellow with a cyan border. The tail is hollow, and can expand to many times its normal size when air, among other things, is drawn in through the shoulder maws.
Guardian Force HP: 14,000 * Level
Out of Combat Effects: Pandemona can, for lack of a better word, 'vacuum' an area, picking up anything left laying around. It can suck up to Level*3 items into its bag while doing this, and will stop once 'full' to transfer the items to the summoner. It should be watched carefully to make sure it doesn't eat them.
Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Zephyr x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Aera x1 per mission x2 per mission x3 per mission x4 per mission
Aeroga x1 per mission
Level 1: (300 MP * Level)
Summon Attack: Tornado Zone
Pandemona drops down a column of spinning wind, bracing itself in the ground and sucking up the enemy party through the great mouths in its shoulder; Even enemies larger than it are magically compressed to fit inside. Once the gathering is complete, it spits them back out in a tumbling ball of tornado that crashes to the ground in a heap. Deals 1d3 hits of 7500 unsoakable Wind damage, with 5% chance per level, per hit of being Moderately (and reasonably) Confused.

Level 2: (500 MP * Level)
Summon Attack: Trap Bag
Pandemona preforms Tornado Zone as normal, but rather than deal damage, the enemy is simply trapped in the bag for Level of its turns (for bosses that lack multiple turns, the trapped time is halved). Trapped enemies cannot be targeted, but the party has valuable time to prepare for how annoyed they're going to be when they get out of there.

Level 3: (650 MP * Level)
Summon Attack: Deadly Vacuum
Pandemona crashes to earth, forming a psychic bubble around the enemy and sucking all the air out of it, leaving the foe in a crushing vacuum that deals 17,000 Wind damage per level and creates a zone of zero oxygen, the lack of which the enemies must deal with with standard rules regarding a void. There is also a 5% per level cumulative chance per round of Weak status.

Level 4: (800 MP * Level)
Summon Attack: Aero Shotgun
Pandemona flies to the battlefield, sucking up all manner of refuse on the way there and filling his sack with a wide array of dangerous objects. Landing before the enemy party, it reverses suction violently, spewing forth the Random Junk equivalent of a fully automatic shotgun interspersed with vicious blades of wind. Deals 75,000 Unsoakable wind damage per level, with a second hit that deals either 50,000, 75,000, or 100,000, decided with a 1d3 (representing the quality of junk Pandemona fires).

Level 5: ( All MP, Minimum of 3000)
Summon Attack: Pandemonium
The demon draws the enemy into the deepest reaches of its tail-sack, and continues drawing in incredible amounts of air and debris without the bag expanding any further, placing the targets under an increasingly crushing air pressure while battering them ruthlessly with swirling environmental hazards. Deals 1,300,000 Wind damage, with a 50% chance of inflicting Mini on each foe as well as a 75% chance of Fatigued.

Typhon
Description: A bizarre specter of the wind with great power but a very simple mind. Typhon, also answering to Chupon, wanders through the skies with no intentions in particular but to find food and ignore its endless cold. Typhon is a taciturn creature that speaks little and only in distinctive growls that sound like 'Fungah'. Typhon is a friend of Ultros and the only person the irreverent octopus respects.
The creature looks as odd as it is, humanoid only in the loosest sense of the word; It's cloud-like body seems to be a block of hyper-condensed purple smog, with yellow stripes on its head and teeth to match. It has large, horn-like ears and dull white eyes, with stubby arms ending in useless claws. Its most distinctive features are a smokestack coming out of its shoulder, and of course, the second face on its posterior.
Guardian Force HP: 20,000 * Level
Out of Combat Effects: Typhon can be called to wander on ahead of the party, reducing random encounter rates. He is extremely noisy and sticks out like a sore thumb however, so this is a bad idea when sneakiness is required. Random encounter rate is cut by 20% per level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Aera x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Zephyra x1 per mission x2 per mission x3 per mission x4 per mission
Tornado x2 per mission

Level 1: (350 MP * Level)
Summon Attack: Disintegration
Typhon floats cheerfully down to face down the enemy, taking a deep breath and blowing it out as an ill winded tornado. He then turns around, his second face roaring to literally turn the world upside down, dumping the enemy and the vortex afflicting them into the sky. Deals 12,000 Unsoakable Wind damage, with a 10% chance per level of knocking the enemy five areas straight up.

Level 2: (600 MP * Level)
Summon Attack: Snort
The creature leaps to the attack, but is interrupted by a monstrous sneeze it tries and fails to hold back. Removes Level*2 random targets from the battlefield, making for a moment to regroup or an unexpected egress.

Level 3: (750 MP * Level)
Summon Attack: Imp Goo
Gagging and retching, Typhon crashes to the ground, eventually righting itself and looking in bleary eyed rage toward the enemy. Taking a deep breath, it heaves a monstrous sneeze over the opposing group, coating them all in a truly vile goop. This deals 20,000 Unsoakable Wind damage per level, and inflicts Poison3. It also carries a 10% chance per level of Acute Disease and a 5% chance of Imp.

Level 4: (1000 MP * Level)
Summon Attack: Huff and Puff
Typhon huffs and puffs and blows the enemy in, sending them skyward with repeated gusts of gale force sneezing. Repeated attack rolls are made against the Defense rolls of the targets, to a maximum of five (Once each enemy has dodged, they are safe from further hits, and the rolls stop once everyone is free of the assault). Each success deals 40,000 Unsoakable Wind damage per level, with increasingly severe fall damage depending on how high they're sent (Though this is mitigated if the targets can fly or are immune to falling).

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Snack Time!
Typhon swoops violently through the enemy ranks, shoveling and sucking them all into its gaping maw and spiraling swiftly upward while they ruminate in his stomach. Once he reaches a proper height, the second mouth in his posterior takes a deep breath and spits out the enemy in a tumbling heap toward the ground at gale force speed. This deals 1,000,000 Unsoakable Wind damage and 500,000 Unsoakable Poison damage to all foes, and they are deposited in Knockdown 5 areas away from the battlefield, covered in god knows what, which deals 100,000 Unspeakable Poison damage per round until they wipe it off. Fall damage is accounted for in the attack's damage.

Tiamat (Hydra Form)
Description: Fiend, Goddess, or both, Tiamat is a dragonic force to be reckoned with, one of few to exist on par with the dragon lord himself and often considered a dark reflection of Bahamut. She is a vain and selfish creature at heart, though true evil comes and goes to and from her nature with the same fickleness as the wind itself. Considering dragons to be the high point of evolution, she disdains 'lesser' beings (such as humans), this enmity ranging from apathy to disgust to hatred.
Like Bahamut, Tiamat is a creature of many faces, and in this form that is quite literal. This aspect of the hydra stands at incredible size, with very shiny, almost silvery teal scales and numerous long necks, each ending in a draconian head of a certain beautiful grandeur, if one can ignore the many teeth and the equal sharpness of her gazes. Her undersized wings should not be able to account for a being of her bulk, yet she soars as easily as a hummingbird and as swiftly as an osprey.
Guardian Force HP: 35,000 * Level
Out of Combat Effects: Called the Tyrant of the Sky for good reason, Tiamat rules her perceived airspace (IE: All of it) with an iron fist. She can be called upon to create a zone around the summoner where flying is either ill advised or benefited greatly, adding or subtracting 5 per level to Roll Bonus and effective Run skill for purposes of flight speed.
Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Aera x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Aeroga x1 per mission x2 per mission x3 per mission x4 per mission
Euraga x1 per mission x2 per mission

Level 1: (400 MP * Level)
Summon Attack: Tyrant Claws
Comfortably perched upon a mountain well away from the actual fighting, Tiamat idly examines her claws, before waving them in the air to charge atmospheric energy into each massive sharp. With a simple wave of her hand she hurls the collected energy at the battlefield in the form of massive sickles of pure wind to sunder the enemy. Deals 1d5 counts of 7,500 unsoakable Wind damage per level, with a 10% chance per level of Acute Bleed.

Level 2: (700 MP * Level)
Summon Attack: Wind Arcanum
Begrudgingly, Tiamat honors the party with a boon from her perch high above the battlefield, sending the wind from her wings in lieu of herself to aid them. For Level rounds, all allies gain Wall status. In addition, Level allies at the end of the Wall effect, gain a 'bubble' of protective Wind magic with twice their current HP and no Soak.

Level 3: (900 MP * Level)
Summon Attack: Fiend Twister
With a simple roar from far away the front lines, Tiamat calls out to the sky itself to strike down her summoner's enemies, a pair of dark tornadoes imbued with her terrifying power meeting in the center to brutalize the enemy. Deals 20,000 Unsoakable Wind damage per level, as well as 5000 MP damage per level to all enemies, with a 10% chance each of halving Strength and Spirit.

Level 4: (1350 MP * Level)
Summon Attack: Dragon Maelstrom
Tiamat hovers high above the battlefield and unleashes a dire black gale from each of her many mouths, the winds slam together to form an unrelenting storm of chaos. Deals 100,000 Wind damage per level to all targets, and up to Level of her heads can be directed to focus on a particular enemy, dealing an addition 20% per head to a single target each.

Level 5: ( All MP, Minimum of 5000)
Summon Attack: Gale Flare
Thumping heavily to the battlefield, Tiamat finally graces the summoner and her allies with her divine presence, drawing great power into her many mouths. This attack can be charged for up to 5 rounds, during which both summoner and beast must concentrate and are vulnerable, but the chaotic draw of power and air creates a volatile battlefield. When the power is finally unleashed...
MUST be charged for at least 3 rounds, with each additional round adding a further 500,000 Wind damage to the final attack, which deals 1,500,000 and inflicts Stunned (or Disarmed if 'fully charged'). DURING the charge, each enemy has a 50% chance of being afflicted with Weaker and Mute. Wind affinity/Flying targets incur Exhaustion instead, and especially magic-sensitive targets incur Lost instead.
__________________________________________________________________

Lightning Elementals

Quetzalcoatl
Description: The Feathered Serpent of lore and king of all thunderbirds, Quetzalcoatl is a curious amalgam of bird, snake, and lightning. It is a taciturn and emotionless creature with precious little to say about anything, but unfaltering loyalty to its summoner.
Quetzalcoatl appears as a great bird composed of shimmering, fluid green lightning bordered with darker green and gold, with ornate markings stretching along its body and its proud chest tufted with broad yellow feathers. While a particular marking resembles eyes, it has no true face, or for that matter any features to speak of. Its large wings end in dangling extensions that reach the bottom of its length, and rather than legs its cylindrical torso simply flares out at the feet and 'hips', giving the impression of an ornate robe.
Guardian Force HP: 12,000 * Level
Out of Combat Effects: Of the feathered serpents odder capabilities is the ability to transform cards, such as those used in blue magic or wildly acclaimed trader card games, into helpful items. He will transform Level cards per month this way into whatever fate decides they become, or they can be used in an Item Creation endeavor to affect the outcome.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Thundara x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Shock Rune x1 per mission x2 per mission x2 per mission x3 per mission x5 per mission
Thundaga x1 per mission

Level 1: (250 MP * Level)
Summon Attack: Thunderstorm
Lightning strikes the ground, and out of the scorch mark spirals the thunderbird. Flaring its wings wide, it briefly raises its head to charge, firing forth a crackling barrage of chain lightning that acts as a tracer for the final column of thunder at the end. Deals 1d10 hits of 1000 Unsoakable Lightning damage per level, plus 7,000 Unsoakable Lightning damage per level to all enemies from the final explosion.

Level 2: (400 MP * Level)
Summon Attack: Card
With a flap of its wings, Quetzalcoatl conjures a cube of amber-like crystal above the foes head, and applies a very specific sort of electrical current to a single target which attempts to draw their remaining life force up into the cube. On a success, the application of energy flattens the cube into a small card, which spirals up into the air and appears mysteriously in the summoner's pocket. Chance of this working depends on the level it's used at and the remaining HP of the target as follows.
Lvl 1) Percent of HP target has lost/5.
Lvl 2) Percent of HP target has lost/4.
Lvl 3) Percent of HP target has lost/3. Can Card mini-bosses.
Lvl 4) Percent of HP target has lost/2.
Lvl 5) Percent of HP target has lost. Can Card bosses.

Level 3: (600 MP * Level)
Summon Attack: Thundering Dive
With a thunderous cry, Quetzalcoatl spirals down from the sky at breakneck speed, darting at jagged angles near the end before crashing into the ground in the center of the foe with an almost visible wave of sound and electricity. This deals 15,000 unsoakable Lightning damage per level, with a 10% chance per level of Deafening and Blinding the foe, and a 5% chance per level of [Tic]

Level 4: (775 MP * Level)
Summon Attack: Lightning Darts
The summoner chooses a charge time in advance. Quetzalcoatl appears from high above, hovering well above the battlefield and charging up for up to Level rounds. It is vulnerable while charging, but only to relatively well ranged attacks. Every round of charging distributes 1d5 Tracers at random about the enemy forces (1d3 if fighting a lone enemy). When the attack comes to a head, a ferocious barrage of bolts strikes, each tracer attracting one for 12,000 unsoakable Lightning damage.

Level 5: ( All MP, Minimum of 2500, one Card)
Summon Attack: Soulthunder
Quetzalcoatl sparkles into being, the card chosen for sacrifice whirling up from below to float in front of him. It grows slowly and accelerates as it does so to a rapid spin, a rune forming on the front and back that the beast charges energy into. This sparks a chain reaction that converts the card into a beam of pure energy, lashing through the enemy ranks to deal 1,000,000 unsoakable Electric damage, multiplied by 1.5 if the target is the same 'type' as the sacrificed card. Any statuses the card's attack would have inflicted are inflicted without fail, as long as all conditions they'd normally require are met.

Ixion
Description: A mighty Kirin lord whose hooves are thunder and lightning as they flash and crash along the ground in its endless run. It embodies a more feral aspect of wild storms running contrary to the controlled precision of Ramuh, with a spirit of unbound freedom. Ixion must be guided by a cooler head with his great passion, but is not without kindness despite his violent tendencies.
Ixion is a massive equine with electricity ever dancing along its pelt, black as the darkest cloud capped with a mane, a proud white of the lightning's flash. Its body is thick and powerful, and its face shows a note of the beauty and grace of a horse. His most distinctive feature is his horn, which stands up straight for the first third of its length, before curving sharply to form a half-heart like shape that ends in a vicious point.
Guardian Force HP: 20,000 * Level
Out of Combat Effects: Ixion can carry two riders, though he can't fight while doing so lest his great power fricassee them where they sit. He is considered to have Level*5+5 Run and Jump skills, and can 'ride the lightning' as it were up to Level times before needing a rest. This implies that he can make a Jump action instantly by briefly becoming lightning along with his riders, or even travel through particularly conductive material.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Thundara x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
NulWater x1 per mission x2 per mission x3 per mission x4 per mission
NulWind x1 per mission x2 per mission x3 per mission x4 per mission
Thundaga x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Aerospark
Leaping through a portal on a leash of lightning, Ixion trots about gracefully, gathering energy into his uniquely shaped horn and discharging it at the enemy with two tosses of his head, sending great discs of lightning flying through the enemy ranks. Deals 15,000 Lightning damage per level, with a 10% chance per level of removing Reflect, Haste, Protect, and Shell.

Level 2: (500 MP * Level)
Summon Attack: Maximum Overdrive
Ixion interfaces his horn with a single robotic ally, recovering 10% per level of their HP and MP, and granting one round of [Overclock], with severity equal to the level Ixion is summoned at.

Level 3: (650 MP * Level)
Summon Attack: Grand Stamp
Ixion charges into the fray only to leap skyward, disappearing from sight. Then, faster than lightning, he crashes back down to the ground in the midst of the foe, hooves striking with a clap of thunder that distorts the air in a spherical wave. Deals 20,000 Lightning damage per level and deafens any foe caught in the blast. In addition, there is a 10% chance per level of afflicting [Sprain] and Moderate [Knockback] from the point where Ixion lands

Level 4: (800 MP * Level)
Summon Attack: Thundering Hooves
Ixion dashes through the fray, followed closely by a small herd of ethereal steeds of pure lightning, trampling the foe under thundering hooves. Deals 1d10 hits of 20,000 Lightning damage per level.

Level 5: ( All MP, Minimum of 3000)
Summon Attack: Thor's Hammer
Ixion lashes foes with a whip of lightning that gathers them up and tethers them to the sky for 4 turns (not rounds). Every turn, each gets one chance to pass a Strength, Flight, or Magic Defense check against the caster's summon roll to escape. Every failure deals 500,000 Lightning damage. The second failure afflicts [Magnetize], the third afflicts [Agony], and the fourth afflicts [Shock].

Ramuh
Description: An ancient sage who ascended to godhood for his selfless dedication and genius, appearing in the understated form of an old man in an ornate rote and bearing a distinctive staff. Ramuh is a god of thunder and lightning, but despite this is quite calm headed and kindhearted. He also tends to be more proactive than others of his station, and is quick to offer his services to heroes in need, and unlike his fellows, prefers to gauge worthiness through tests of thought and character rather than combat.
Guardian Force HP: 10,000 * Level
Out of Combat Effects: Combining an innate understanding of electricity and the wisdom of the ages, Ramuh is by no means the standard doddering old man who can't figure out text messaging. He grants a +5 per level to Electronics rolls, and gadgets created under his helping hand have their effective battery life enhanced by 20% per level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Asper x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Bioga x1 per mission x2 per mission x3 per mission x4 per mission
Burstra x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Judgment Bolt
A mighty, jagged mountain is risen from the ground by innumerable lightning strikes, which resolve into the form of an old man atop it. From his perch upon high, he strafes the foe below with white hot lightning, dealing 17,000 unsoakable Lightning damage per level, with 10% chance of Shock (Acute) status per level.


Level 2: (500 MP * Level)
Summon Attack: Ramuh's Favor
Lightning raises a small mountain from the ground and resolves into the elderly figure of the thunder god atop it, who blesses his allies with a shroud of protective lightning. Level allies are gifted with Acute Enthunder and Electroveil, which lasts for Level rounds. During this time, successful dodges will deal the character's base magic damage in unsoakable Lightning damage to the attacker.


Level 3: (650 MP * Level)
Summon Attack: Mindshock
Ramuh appears in a flash of lightning, dragging long, winding snakes of electricity from his own head, his own genius given electric life. Throwing his hand forward with fingers splayed, they arc like vipers into the heads of enemies, shocking them violently with information overload. Deals 23,000 Lightning damage per level, with a 5% chance per level each of High Lapse, Panic, and Mute.


Level 4: (800 MP * Level)
Summon Attack: Olduum Cannon
Ramuh appears atop a ... Curiously shaped mountain, and slams the butt of his staff into the top of it, shaking off the stone to reveal an ancient metal cannon of massive proportions below. Twirling the staff about to gather electricity, he finally stabs it into a slot in the top, the machine glowing to life and firing a barrage of thunder and magnetically charged blades at the enemy blow. Deals 1d5 counts each of 17,000 per level Cutting and Lightning damage to all enemies.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Judgement Strike
Ramuh appears atop a cloud, rising into a sky that darkens more and more as a violent storm kicks up, every strike of lightning absorbed into the staff held high until it glows with power, filled to the brim. Ramuh then leaps from the cloud and brings the weapon crashing down in the center of the foe, planting it in the ground and vanishing as it puts off a massive sphere of continuous lightning strikes. This deals 1,300,000 Lightning damage with a 33% chance of Shock. The staff, left behind, continues to emit a spherical Magnetic Field of gamma radiation, until dismissed by the summoner.

Raiden
Description: A protege of Odin that combines the swordsmanship of Asgard with the elemental force of lightning for the swiftest of brandishing. Though young as far as Guardian Forces are concerned, Raiden is a serious and dedicated pupil of the art of war who is always willing to learn from his elders. And while his straight combat power is impressive, he indeed has much to learn...
Raiden wears armor much like Odin's, though lighter and on a much more lithe frame, built for speed rather than power. His shiny blonde hair stands up in jagged spikes, and his youthful face sports a cocky smile. Rather than the claymore favored by his patron, he favors a long but thin curved blade paired with a straightedge longsword. Raiden rides a steed he conjures from thin air, a horse carved seemingly from a storm cloud.
Guardian Force HP: 22000 * Level
Out of Combat Effects: A master spellblade, Raiden can serve as a tutor and sparring partner for enchanted swordplay. Physical, but magic-assisted, custom abilities are learned one day faster per level, up to a maximum of Level+1 tier abilities.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Burst x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Flare x1 per mission x2 per mission x3 per mission x4 per mission
Quick x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Thunderfall
Raiden roars onto the battlefield, or rather, into the air high above, his horse standing on its hind legs while he plucks a simple rod of metal from his back, spinning it rapidly over his head. A thunderstorm forms above, repeatedly striking the spinning rod and energizing it with incredible amounts of electricity. The weapon is thrown down into the midst of the unfortunate enemy, striking a single foe for 25,000 unsoakable Lightning damage per level, and putting off a shock-wave of reaching electric tendrils that hit everyone else for 7,500 Unsoakable Lightning damage per level. The struck foe has a 10% chance per level of being Acutely magnetized, while all others have a 5% chance per level of Moderate Shock.

Level 2: (600 MP * Level)
Summon Attack: Magnet Guard
Raiden appears upon his cloudy steed to offer the enemy a questionable boon, enchanting their armor with magnetic properties so that they draw fire. Level Targets wearing metal are Moderately Magnetized, and automatically roll 1 to dodge the next Level metal projectiles sent their way.

Level 3: (750 MP * Level)
Summon Attack: Tracer Salvo
Raiden splays his fingers, sending out invisible tracers like those 'used' by thunderclouds to mark future lightning strikes, before drawing a fistful of daggers from his side. These are thrown along the jagged paths traced by the tracers, moving as fast as lightning and striking with a matching charge. Deals 25,000 Unsoakable Lightning damage per level to all foes, with a 5% chance of Chronic Amnesia per level. This also scans the enemy physically by interpreting the flow of electricity through them.

Level 4: (1000 MP * Level)
Summon Attack: Shining Trifecta
Raiden leaps from his horse mid-gallop across the sky, dropping like a stone until at the last moment he himself becomes a thick bolt of lightning to crash into the enemy ranks, preforming a spinning slash of his sword upon reforming, and blasting back up to strike them again on the way back to his horse. He throws the party a salute before riding off. Deals 1d3 hits of 60,000 Lightning damage each.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Shin-Zantetsuken
Raiden slowly, reverently draws the immaculate sword on his back, before pointing brashly at the enemy and making a motion with the flat of the weapon across his own throat. He shows his horsemanship, zipping at the speed of light through the enemy ranks, yet making sure to pass each enemy at least once on the way by, hitting them all with a single wide lash of the blade that leaves a crackling wound that threatens the destabilize them. Enemies weak to Lightning are killed instantly, but otherwise take 1,700,000 Lightning damage, with a 20% chance of having remaining HP halved afterward.
__________________________________________________________________

Earth and Plant Elementals

Giant Cactaur
Description: There is spoken a lore, in the most esoteric of druidic circles, that speaks of an incredibly rare guardian of the scant flora that exist in the deserts of the world. It is said by some to be a god among them, by others to be the final stage of growth that any could achieve but so few do (requiring the specimen to live long enough to grow 10,000 needles), and by still others to be simply a freak mutation of the species. Whatever the case, these taciturn behemoths exist for only one reason; To boldly flee from danger in two frame animation.
Giant Cactaurs, are, as the name implies, monstrously huge cactus-like creatures with vaguely humanoid features and hollows in the top of the stalk resembling a humorous face of constant surprise. Other than this, and the marvelous handlebar mustaches they grow, they are identical to their smaller counterparts in every way.
Guardian Force HP: 7000 * Level
Out of Combat Effects: Disturbing as it is, the Cactaur can be tapped for a peculiar form of cactus juice that is highly invigorating and perfect for desert climates. Cactaur provides enough of this to render [Level] characters immune to the heat and wear of hot areas.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Teleport (Brings the party to the door of a dungeon. May fail unexpectedly...) x1 per mission x1 per mission x1 per mission x1 per mission x1 per mission
Haste x1 per mission x2 per mission x3 per mission
Greater Invisibility (Acute [Invisibility] for 4 rounds) x1 per mission
Level 1: (200 MP * Level)
Summon Attack: 10,000 Needles?
Cactaur springs from the ground to look over the enemy, running a quick circle around the battlefield before leaping dramatically skyward to throw down a hail of thorns over the unsuspecting enemy. Deals 1d10,000 counts of 2 Unsoakable Plant damage each to all enemies. If this deals at least 10,000 damage, it also inflicts Mild Pain status.

Level 2: (300 MP * Level)
Summon Attack: Herky Jerk Boogie
The Cactaur does a bizarre dance, 'blessing' the allies with its peculiar brand of movement and making it difficult to tell what exactly they're doing. This grants Moderate Haste for Level rounds, and enemies must pass a Spot check to discern the parties actions.

Level 3: (500 MP * Level)
Summon Attack: Cactus Bloom
Preforming a bishonen spin and putting its hands under its face, Cactaur strikes a glamorous pose as... A small, goofy looking pink flower sprouts from the top of its head, blowing a sparkling pollen over the gathered allies. This heals 7,000 HP per level, spread evenly among all injured allies, while the soothing scent and beauty of the bloom removes Heat, Sadness, and Exhaustion statuses from Level*2 allies.

Level 4: (750 MP * Level)
Summon Attack: 100,000 Needles!?
Cactaur runs several circles, huffing and puffing to get its dander up and sprouting needles at a disturbing pace that leaves it barely visible beneath them. Then, ripping into the center of the enemy party, it spins rapidly to throw them all off at the surrounding enemies. After which it falls on its butt, dizzy as all hell. Deals 1d100,000 counts of 2 unsoakable Plant damage each.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: Million Needle Samba
Calling forth a vast army of cactaur that slowly, creepily peek up in a wide circle around the enemy, the Giant Cactaur leads the charge, leaping skyward framed by the sun above to gesture for the final assault against the enemy. The legendary barrage of needles this heralds deals 10d100000 hits of 1 unsoakable Plant damage each. If at least 500,000 damage is done, this inflicts Acute pain. If at least 750,000 is done, it inflicts Acute Poison as well.

Golem
Description: There are many Golems in the universe, constructs of various materials animated by magical red cores. They are the favorite bodyguards of high level wizards and rabbis. Once in a great while however a golem will find its own soul through the thoughtless oblivion of its programming, and this Guardian Force is one such fortunate creature. Some are wanderers seeking new purpose, while others can become surprisingly skittish, suddenly very fretful of their mortality.
Guardian Force HP: 10,000 * Level
Out of Combat Effects: Golems are very strong, nigh indefatigable, and usually retain a certain spark of submissiveness, which makes them perfect for mundane labor. The golem has an effective Strength of 100 + 100*Level (Which gives a max carry of 400 + 400 * Level, and a base strength roll of 30 + 20 * Level) [/i]. If battle starts while the golem is carrying something, however, he will drop it and retreat to his summoner's mind.
1: 1d50+20, 800 Max Lift
2: 1d70+30, 1200 Max Lift
3: 1d90+40, 1600 Max Lift
4: 1d110+50, 2000 Max Lift
5: 1d130+60, 2400 Max Lift

In all cases, Evoking the golem while he is already out costs twice the amount of MP. His various Cover abilities block any attack that doesn't beat the summoner's initial Summon roll.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Protect x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Curaga x1 per mission x2 per mission x3 per mission x4 per mission
Stop x1 per mission

Level 1: (200 MP * Level, a roughly human-sized amount of material)
Summon Attack: Earthen Wall
Golem's spirit flows out and possesses a chunk of material, or the ground itself. Until dismissed, slain, or he takes 10,000*Level damage, he will throw himself into the way of attacks against the party, taking full damage in lieu of the attacked member. Golem gains Elemental Affinity equal to level depending on the material he's given. Golem is too clumsy to preform attacks.
Copper: Wind / Wood or Stone: Earth / Obsidian: Fire / Limestone, Cavestone: Water / Crystal: Light / Onyx: Shadow / Raw Metal Ore: Physical (weak to Magic), Affinity Level halved

Level 2: (300 MP * Level, a roughly human-sized amount of material)
Summon Attack: Golem's Grip
Golem's spirit possesses a chunk of material, or the ground itself, and lunges at a single target, attempting to put them in a full nelson, or taking the form of a giant hand to grip them. If Golem forms from the ground itself, this is considered a surprise attack at the summoner's usual roll, and the golem's Strength is as listed above. His stats are otherwise identical to Earthen Wall. Golem vanishes when shaken free of.

Level 3: (500 MP * Level, a roughly human-sized amount of material)
Summon Attack: Steel Wall
Identical to Earthen Wall, except that Golem receives soak equal to his max lift and can inhabit a wider variety of materials. 'Absorb' recovers 1/5 per level of the damage that would have been done, with the standard weakness of an affinity that level. Golem is still too clumsy to preform attacks.
Gold: Absorb Wind / Magic Wood: Absorb Earth / Lava: Absorb Fire / Ice or Holy Water: Absorb Water / Diamond: Absorb Light / Bone: Absorb Shadow / Mako: Holy Affin / Dark Matter: Dark Affin / High Grade Steel: Physical affin (Weak to Magic)

Level 4: (750 MP * Level, a roughly human-sized amount of material)
Summon Attack: The Big Squeeze
Identical to Golem's Grip, except that every failed check to shake free deals 10,000 damage per level of the Golem's element.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: Mountainous Guardian
Golem flows into his new body and takes on a form much like the summoner, having synchronized with his or her spirit. Golem can shift freely between Holding and Covering on his turn, and while Covering will retaliate melee attacks with a vicious punch, its fists counting as a Club made from whatever he's possessing at the moment, or the caster's Magic Level. Attack element matches Affinity, which is considered level 5 of any applicable material. Further options are also unlocked for chosen material, and if there is enough of it the Golem can take the Giant trait up to 20.
Golem's Base Stats: 3000 Soak, 2000 Base Attack, Attack Roll Bonus is half the summoner's Summon total.
Cutting Edge Quality Clockwork Components: L5 Time affinity, Roll Bonus doubled.
Hard Light: L5 Force affinity, Base Attack doubled.
Guns: Can counter ranged attacks with the average damage of guns composing it.
Adamantium or better metal: Immune to physical damage, takes normal magic damage.
Radiant Gemstone: Can counter magic attacks with magic blasts, using base attack and counting fists as a magic staff of the chosen gem.
Plasma: Attacks are unsoakable.

Titan
Description: A manifestation of the land's anger, Titan is a primal force of destruction and renewal in equal measure, tilling the soil of life's great garden even if it means burying a few sprouts that are growing now. Titan is for the most part only loosely sentient, feral in manner and short on words.
Titan appears as a massive mountain of a man, standing easily 12 feet tall and nearly as wide with ridiculous muscle straining its dark flesh. It dresses in very little, usually nothing more than a tribal loincloth and a bit of matching jewelry, and its long hair is usually white, matching its pupil-less, color-less eyes.
Guardian Force HP: 18,000 * Level
Out of Combat Effects: Titan is no connoisseur of the arts, but he can be useful for his ability to pick out the best stone from the ground. His various talents, from raising chunks of stone with a single stomp to compacting it with his massive hands, grant a +5 per level bonus to stone-crafting attempts.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Quara x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Terrara x1 per mission x2 per mission x3 per mission x4 per mission
Sundera x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Anger of the Earth
Titan emerges from the ground, gripping a great chunk of it and flipping it over atop the enemy with a great cry of rage. Deals 14,000 Earth damage per level, and struck enemies must pass a Strength check vs the attack to avoid being trapped under the hunk of rock.


Level 2: (500 MP * Level)
Summon Attack: Crag
Titan stomps simply, forming an impromptu canyon that any flightless enemies fall into. This can only be used on earthen ground, and creates a hole 1 Area deep per level. This deals no damage, but can range from inconvenient to a battle-ender if used against unwary enemies.


Level 3: (650 MP * Level)
Summon Attack: Gaia's Wrath
Rising suddenly from below the enemy, Titan bears a plate of stone on his shoulders before deftly folding it in half to crush the hapless foe, before pile-driving the enemywich into the ground below. Deals 18,000 Earth damage, and inflicts Mucked. There is a 10% chance per level it will instead inflict Clod, and a 5% chance per level that it will instead inflict Boulder.


Level 4: (800 MP * Level)
Summon Attack: Terra Rage
Titan stomps simply to create a great spire of earth, and leaps up to grab the end and break it off into an impromptu club, which he goes about slamming into the ground the enemy is standing on. The shock-waves deal 1d4 hits of 25,000 Earth damage per level to all enemies, with an additional 25,000 Earth damage per level for each hit to a single foe.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Planet's Fury
Titan gathers the foe into a great ball of stone, which he compresses between his hands until it has halved in side, crushing the enemy within with enough pressure to change the form of the stone. Deals 1,300,000 Earth damage to all enemies, with a 50% chance of Diamondizing lesser foes. More powerful enemies instead have a 50% chance of Boulder.

Hecatoncheir
Description: A brusque and confident creature, Hecatoncheir values honesty and integrity nearly as much as brute strength. He is less than talkative and far from affectionate, but cares in his own special way.
Hecaton is a giant being standing roughly twenty feet tall, with a muscular humanoid body of stoney gray interspersed with red metallic plates, on the legs, around his many shoulders in a ponytail-like ring, and a mask, all veined with ley lines of bright orange energy. The creature sports hundreds of arms arranged into three bundles, one at each side and one sprouting from its back, with a final four of them coming from the front for 'normal' use.
Guardian Force HP: 23,000 * Level
Out of Combat Effects: Hecaton takes a form resembling a great Magitek armor for his summoner, or a hand chosen other, to ride. In this form, Hecaton's effective Strength is equal to 40% per level of the summoner's Wisdom, with all other stats the same as the summoner. Hecatoncheir protects the rider from hazards underfoot, ignoring Natural ones and soaking the damage of unnatural ones himself.
The Summoner must concentrate on maintaining Hecaton as long as he's out, even if another is controlling him. He can be controlled with Heavy Weapon or Vehicle skills, or by his summoner alone, with Summon Magic skill with a halved total bonus. Hecaton's only attacks are a basic punch of base Physical damage, and a gatling gun of 30,000*Level damage.
Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Terrara x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Sundera x1 per mission x2 per mission x3 per mission x4 per mission
Full Life (causes Hecaton to de-summon if he is in Magitek or Looming Wrath form.) x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Pummel
Hecaton heaves a mighty step forward and begins lashing meteoric punches on the enemy forces, more than enough great fists to go around. Deals 1d10 hits of 2000 Earth damage per Level, with a cumulative 10% chance per hit of Vit1/2 for one round.

Level 2: (600 MP * Level)
Summon Attack: Looming Wrath
Hecaton burrows into the ground and lies in wait for enemy fools to trespass on his new domain.
The next <Level> melee range attacks made on any member of the party are countered with a non-elemental, unblockable punch of 18,000 damage. This can only affect any given enemy once, unless that enemy is somehow removed from melee ranged.
The damage portion of the hit is automatic, but if the Summoning Roll made to start Looming Wrath beats the attack, it will be interrupted by the punch.

Level 3: (750 MP * Level)
Summon Attack: Force Blasters
Hecaton's many arms emerge, disembodied, from the ground and open as one, blasting a great spire of earthen energy straight upward into the hapless foe. Deals 23,000 Earth damage per level, and knocks all Human-sized enemies into the air. There is a 10% chance per level that struck enemies will gain Wind affinity 1.

Level 4: (1000 MP, + 800*Level MP)
Summon Attack: Piercing Ray
Hecaton arranges his many arms into a series of rotating cannons resembling a massive gatling gun, with the summoner standing on his shoulder with the trigger in hand. As they spin up to speed, the summoner must aim and fire numerous potent lasers of gaian energy.
Deals 1 hit of 130,000 Earth damage per level, with a one turn delay and a reroll of accuracy between each.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Gaian Salvo
Hecaton takes a knee and leans forward, snapping the bands containing his arms and fanning them out in a massive array of open palms resembling a radar dish in their number. The ungodly barrage of missiles that follows creates rather than destroys the earth, but the enemy isn't so lucky. Deals 1,500,000 EARTH damage to all enemies, with a 50% chance each of [Clod] and [Slow Petrify].
__________________________________________________________________

Water Elementals

Remora
Description: An exceedingly common spiritual creature, Remora are fish. Magic fish. There's not much more that can be said on the issue.
Guardian Force HP: 1000
Out of Combat Effects: Remora can allow Level allies to breathe underwater. Because they're fish.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Water x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Immobilize x1 per mission x2 per mission x3 per mission
Aqua x1 per mission

Level 1: (100 MP * Level)
Summon Attack: Latch On
The Remora leap from seemingly nowhere in droves, clinging to a single enemy with their suckers for dear life. 10% chance per level of causing Mild Slow to the target.

Level 2: (200 MP * Level)
Summon Attack: Silver Flash
The Remora swim rapidly through the air around the enemies for Level rounds, distracting the easily distracted with their shining silver cloud of movement.

Level 3: (300 MP * Level)
Summon Attack: Marching Fishes
A river's worth of Remora come charging across the field all at once, flopping and beating against all enemies at once for 2000 Unsoakable Water damage per level, with a 5% chance per level of Stun.

Level 4: (450 MP * Level)
Summon Attack: Remora Rain
The Remora fall from the sky in a bizarre hail of slightly painful bonking scales, dealing 1d1000 counts of 30 Unsoakable Water damage each to all targets.

Level 5: ( All MP, Minimum of 1000)
Summon Attack: Bigger Fish
The Remora swim past the enemy in a panic, narrowly avoiding crashing into them in their haste to escape from whatever is chasing them. This turns out to be a massive arcane shark, which abruptly surfaces from the land below to devour all enemies. This deals 40,000 Water damage, and an enemy slain by this move cannot be easily revived due to having been swallowed.

Ultros
Description: A cowardly, slapstick monstrosity of 'octopus royalty', Ultros is almost impossible to take seriously despite his rather frightening appearance and carnivorous appetite. In addition to his many other flaws, he is a lech, a braggart, and sort of an idiot. But while he is chaotic it is difficult to call him truly 'evil', following whatever wild whim he's on at the moment and frequently dragging 'Mr. Chupon' along for the ride. He hates 'muscle men' and holds strong grudges if humiliated, which isn't difficult.
Ultros is a massive purple octopus-like creature with an uncountable number of tentacles coming out of its mouth, as well as the larger eight of his actual body. His eyes are sickly green with red pupils,perpetually curved with mirth, and a wide, smiling maw hosts a long row of dagger-sized greenish orange fangs, though he seems to lack a lower jaw. His expression is perpetually that of one who has been used to test hammers and is blithely unaware of it.
Guardian Force HP: 9000 * Level
Out of Combat Effects: Ultros makes for a highly valuable distraction when summoned out of combat, and can be commanded to heckle and pester a particular mark to keep their attention, or a certain area to draw attention to it. He will dutifully keep at this for as long as his HP holds up.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Watera x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Blind x2 per mission x4 per mission x6 per mission
Aquara x1 per mission

Level 1: (200 MP * Level)
Summon Attack: Tentacle
Ultros peeks out of a river that flows onto the scene, grinning his dopy, malicious grin and slamming each foe with a tentacle. Deals 10,000 Water damage per level, and female enemies have a 20% chance per level of being felt up, which is highly distracting at best. The exact effect of this depends on the enemy (miss a turn, Berserk, Charm, ect).


Level 2: (300 MP * Level)
Summon Attack: Octopus Ink
Ultros frantically waves his tentacles and puts off copious amounts of pitch black ink that rolls over the battlefield in a cloud. This acts as a smoke grenade of doubled effectiveness, but affects friend and foe alike, and lasts for Level rounds.

Level 3: (500 MP * Level)
Summon Attack: Megatentacle
Ultros shoots out of the river at startling speed in a graceful arc, spinning and flailing his tentacles wildly at anything in reach. Deals 13,000 Water damage per level to all enemies, with a 20% chance per level of female enemies and allies alike being felt up accidentally by the flailing limbs. The exact effect of this depends on the target, but usually inflicts Berserk or Fury on allies. Usually.


Level 4: (750 MP * Level)
Summon Attack: Gigatentacle
A spotlight shines on Ultros, perched precariously high above the frey on a phantasmal crossbeam, with a less phantasmal weight, which he begins straining to drop on the enemy. 1d5 is rolled, and that many rounds later, Ultros deals 25,000 Water damage per level per round spent 'charging'. This ignores the protective benefits of being an opera floozy.


Level 5: ( All MP, Minimum of 2000)
Summon Attack: Teratentacle
Ultros calls upon the power of his many begrudging friends to be more than just octopus royalty, flying like a shuriken through the enemy ranks again and again with tentacles stretched out wide. Deals 25,000 unsoakable Water damage to a single foe per 1d5 hits, with that amount doubling for every successive hit. This also has a 25% chance of inflicting Flesh Wound and Darkness to all enemies.
If Gilgamesh and/or Chupon are equipped to the same summoner, they will assist in this attack, each adding a hit to the final roll.

Siren
Description: A sea nymph of such compelling, unnatural beauty that men would gladly endanger their lives to be anywhere near it, the Siren is a carefree and mischievous spirit that delights in spreading its song and temptation to its master's enemies, to their ruin.
Siren is incredibly beautiful, rivaling Shiva in both this and lack of clothing. Her fair skinned, perfectly proportioned body is covered by little more than well placed golden feathers that sprout from it and her own long, blond hair. A glint of confident mischief glows in her emerald eyes and faint smirk, and a pair of long golden wings flap idly on either side of her head. She is usually carrying a harp.
Guardian Force HP: 13,000 * Level
Out of Combat Effects: Siren can play accompaniment and sing along with a performance, adding an ethereal quality of beauty to just about anything. This applies a +5 per level to the check, and can be used as a beacon or signal to communicate over a long distance or simply draw wanderers.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Flood x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Sleepra x1 per mission x2 per mission x3 per mission x4 per mission
Silencega x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Silent Song
Sitting casually upon her rock and dabbling her feet in the surf, Siren plays a song of ethereal beauty on her harp while singing along. Neither sound can truly be heard, but the mind is affected regardless, struck speechless by the beauty of it. Deals 15,000 unsoakable Water damage and inflicts Mute status 10% of the time per level.


Level 2: (500 MP * Level)
Summon Attack: Allure
For Level rounds, the Siren will... Sit quietly on her rock, stretching, preening, yawning adorably, and generally being otherwise distracting while putting off waves of sound that can't be heard, but have a certain effect on the brain. Any foe that appreciates feminine beauty will be very distracted during this time to various degrees.


Level 3: (650 MP * Level)
Summon Attack: Lunatic Voice
The Siren plays a discordant but beautiful song that has various curious effects on the mind's chemistry, as well as the waves themselves doing 20,000 unsoakable water damage per level. In addition, the enemy is inflicted with Moderate Confusion, with a 5% chance per level each of also succumbing to Moderate Lapse and Fatigued.


Level 4: (800 MP * Level)
Summon Attack: Kickline Dance
Fluttering gracefully from her favorite rock, the Siren blows a kiss to the enemy and cozies up among them to begin dancing, a dance so alluring the enemy finds it hard to care that it involves kicking them repeatedly in the head as she gyres and gimbles playfully about, giggling distractingly. Deals 2d4 kicks to all enemies, dealing 25,000 unsoakable Water damage each.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Bittersweet Embrace
Slinking seductively along a beach, her feet barely kissed by the tide, Siren approaches the enemy, forming clones of herself from the water as she walks, one for each enemy. Each foe is embraced and kissed, unaware of the slowly rising tide even after they vanish beneath the tide. The blissful honeymoon ends when they realize they're at the bottom of a pocket dimension ocean. This deals 900,000 Water damage and requires a cumulative Swim check of 150 to escape from, during which time they can easily start to drown if they take too long. Once out, they will still be inflicted with Oversaturated status.

Leviathan
Description: The lord of summoned beasts and god of the ocean, Leviathan is a force with few parallels in the world and knows it. Confident to the point of arrogant, the lord won't even take visitors unless they've first proven their worth by getting past his wife, Asura. Once one gains his respect however it is gained for life, and he is more courteous to such people. Leviathan has been known to attack ships under the guise of a simple monster, his reasons his own but presumably carrying some hidden spark of benevolence that humans wouldn't understand.
Leviathan often takes a human form when consorting with humans, either so they won't fear him or because they don't yet deserve to see his true might. This frail old king gives way, in his true form, to a truly massive serpent with emerald green and sapphire blue scales and a long dark green ridge down his endless back, though he has also been known to take different coloration. He generally sports fins large and small down his body, and has a pair of long whiskers hanging from his sharp snout.
Guardian Force HP: 37,000 * Level
Out of Combat Effects: Called Lord of All Waters for good reason, the serpent king commands the oceans of the universe with utter authority. Ocean travel is rolled at +10 per level, with speed enhanced by 10% per level. By creating a storm, these conditions can also be reversed in an area.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Wave x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Stopga x1 per mission x2 per mission x3 per mission x4 per mission
Aquaball x1 per mission

Level 1: (400 MP * Level)
Summon Attack: Tidal Wave
The king of water lets loose a great roar, summoning forth a mighty wave of ice cold saltwater that strikes with the force of a tank. The massive wave washes foes along in a straight line from the caster, dealing 20,000 Water damage per level and knocking each one back by 1d5 areas.

Level 2: (700 MP * Level)
Summon Attack: Whirlpool
The serpent lord swims swiftly in circles, creating a mighty twister of standing water that seeks to drag enemies into the dark depths of the elemental plane of water. It persists for Level rounds and has an effective grappling strength equal to the summoner's cast roll, which must be beaten once per failure on the enemies turn to escape. If a single enemy fails 3 times without a success, they are sucked into the elemental plane of water.

Level 3: (900 MP * Level)
Summon Attack: Hurricane
Leviathan spirals skyward, kicking up a mighty hurricane that slowly passes over the battlefield, with an effective Strength equal to the caster's summoning roll which must be beaten once per round to avoid being sucked into the storm. When the hurricane ends, all 'captured' enemies are flung five areas in random directions from a height of Level areas. Regardless of success, each enemy that was 'hit' by the initial cast takes at least 20,000 Water damage per level.
1 Success: Can spend turns moving with the eye of the storm to prevent further damage and risk.
2 Successes: Can either choose the above, or take two hits, letting the storm pass with relative safety.
Failure: Fail all further checks, become 'captured' by the hurricane until it ends.

Level 4: (1350 MP * Level)
Summon Attack: Tsunami
The great serpent unleashes a devastating two stage attack which each enemy must roll to dodge twice. A mighty earthquake that deals 100,000 Earth damage per level, followed by a great wave that deals 100,000 Water damage per level. The second stage deals an additional 50,000 Water damage to anyone who failed to dodge the initial shock-wave.

Level 5: ( All MP, Minimum of 5000)
Summon Attack: Ark Flood
Channeling the full wrath of true divinity, Leviathan unleashes a flood, attempting to reclaim the continent into the sea. This deals 2,000,000 Water damage, and turns the battlefield into a watery quagmire, anyone who failed to dodge must swim 5 Areas to break the surface again. Every round spent in these chilly waters deals 100,000 Ice damage, with a 50% chance per round of Soaked status, compounding to increase its own level with each failure. Standard drowning rules apply, and irresponsible use of this attack can literally damage the landscape.
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Ice Elementals

Mist Dragon
Description: One of numerous beautiful dragons composed of shining mist and the guided by the pure spirit of the summoner. They are highly maternal in nature, capable of both the tenderest, caring love and the most ferociously violent defense of their charges, and their loyalty is so absolute that their lives are linked inexorably with their caller. If one dies, so does the other.
Mist Dragons are incredibly beautiful, pearly white dragons with gentle eyes. Their lower bodies take the form of a fine mist on which they travel with ease. Their forms have been known to range between eastern, western, and even 'Nessie' style hybrids.
Guardian Force HP: 9300 * Level
Out of Combat Effects: Mist Dragons are highly capable at sensing malice, even unintentional malice. They add a +5 bonus per level to checks to detect hostile intentions, and can be left in a certain place to make certain only those who lack them can pass through it, automatically entitled to a check to detect such things using the summoner's stats.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Ice Lance x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Reflectaga x1 per mission x2 per mission x3 per mission x4 per mission
Photon Beam x1 per mission

Level 1: (250 MP * Level)
Summon Attack: Mist Breath
Forming from a roll of fog, the dragon rallies its power into its mouth for a breath attack, blowing chilly mist over the enemy party. Deals 12,000 Unsoakable Ice damage per level, and the remaining mist shrouds the party for Level rounds, granting Fade status.


Level 2: (400 MP * Level)
Summon Attack: Dragon Cloud
All allies are shrouded in a thick, cold mist, granting Fade status and Ice affinity equal to Level for Level rounds.

Level 3: (600 MP * Level)
Summon Attack: Mistform
Level allies are gifted with the power of mist, becoming a living bank of it that cannot act but cannot be harmed conventionally either. Physical attacks and most magic will fail to do anything, and provoke an instant counter dealing 30,000 Unsoakable Ice damage if they get too close while attempting it. Coming out of this status requires an action.

Level 4: (775 MP * Level)
Summon Attack: Radiant Breath
Gathering spiritual power into the mouth, the dragon breathes a great gout of dense ectoplasmic ghost fog from between dimensions. This deals 45,000 Unsoakable Ice damage per level every round an enemy spends inside it, the cloud lasting for Level rounds. At the option of the summoner, this can instead simply do 70,000 unsoakable Dark or Light damage per level, without leaving a damage cloud.

Level 5: ( All MP, Minimum of 2500)
Summon Attack: Mist Crush
The dragoness expands into many times her usual size and lets out a great roar, basking the area in a fog that becomes thicker and thicker until it literally crushes the enemy, before dispersing in a cool wave across the allied party. Deals 900,000 Ice damage to all enemies, with a 50% chance each of inflicting Saturated and Acute Blindness. Allies are healed for 25,000 spread evenly over all injured parties, and gain Ethereal and After Image for one round.
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Fire Elementals

Cerberus
Description: A great three headed dog of yore that guards Hell, both to keep intruders out and the damned in. He is a 'good dog' in all respects, though far more intelligent than he appears, a fact he uses to gain an advantage against those who think of him as a simple beast.
Cerberus appears as a massive dog with pitch black fur and dark, dark red demon scales in equal measure, his three heads full of razor sharp teeth with shiny black eyes gleaming with intelligence. His long tail is lizard-like, and he often wears a collar around each neck, sometimes with chains still attached.
Guardian Force HP: 12,000 * Level
Out of Combat Effects: Cerberus is an excellent guard, and can be left to watch over a certain place and inform the master if anyone comes through. Sneaking past Cerberus requires beating a DC 30*Level with a sneak check. Cerberus can instead add +10 per level to Perception for purposes of detecting ambushes by walking along ahead of the party.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Fira x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Double (For 1d5 rounds, a character can cast two of the exact same spell on their turn) x1 per mission x2 per mission x3 per mission x4 per mission
Magma Burst x1 per mission

Level 1: (250 MP * Level)
Summon Attack: Counter Rockets
With a mighty howl, Cerberus imbues his allies with a blessing of his own power, partitioning off a bit of each targets soul to form a triple consciousness that can cast independently of one another. For five rounds, (Level) allies benefit from Chronic "Multicast" status, but the spells cannot be different.

Level 2: (400 MP * Level)
Summon Attack: Hellfire Cannonade
Cerberus strides onto the field and stands ready, mouths open wide to devour any magic sent his way. He will instantly eat the next Level spells that are cast, tallying up the total effect and firing it (with the roll used to summon him initially) three times at any three designated targets.
Multiple target spells have their base effect multiplied by number of hits before adding to the pool. AoE attacks apply their area to the shot. Healing/Buff effects create a secondary pool, and each head chooses which pool they want to fire from.

Level 3: (600 MP * Level)
Summon Attack: Hellfangs
Cerberus lunges at the enemy, snapping his massive jaws out at three of them to deal 20,000 Unsoakable Fire damage per level to each. The same enemy cannot be targeted multiple times, and one has a 15% chance per level of [Flesh Wound], one has a 15% chance per level of Moderate [Burning], and the third has a 10% chance per level of [Third Degree Burn]

Level 4: (775 MP * Level)
Summon Attack: Hunting Moon
With slavering fangs and a wicked smile, Cerberus cries out to the moon to announce a great hunt, which fades into an illusion of triplicate. Devil dogs of hellfire and dead wisp leap from the ground, savaging all foes for 1d5 hits each of 15,000 unsoakable Fire damage. For every 5 hits, one of Cerberus' heads will preform a finisher fireball dealing an additional 30,000 unsoakable Fire damage to a single target, and multiple heads -can- target a single enemy. Maximum of 3. (I shouldn't have to say that.)

Level 5: ( All MP, Minimum of 2500)
Summon Attack: Hellgates
The gates of hell itself rise from the ground, and Cerberus strides around to snap his jaws through the thick, otherworldly chains binding them shut. The incredibly destructive flames that burst from the unsealed gate singe all foes and rend their weapons, calling tools of death back 'home'. Deals 1,000,000 unsoakable Fire damage to all foes, instantly destroying all low-quality weapons, with a 50% chance of destroying most high quality ones. If the weapon is destroyed, an additional 500,000 damage is done.


Ifrit
Description: A demonic jinn and the lord of fire and lava, Ifrit is a terrifying creature in all respects. His blazing temper runs rampant and leaves little room in his heart for warmth, but he respects the power of anyone who can prove it or the gifts of anyone who can afford them, and is not above serving humans who prove their worth, if begrudgingly. He is a more feral sort than his oft considered counterpart Shiva, which makes him more difficult to reason with but fairly easy to please.
Guardian Force HP: 15000 * Level
Out of Combat Effects: The incredible dry heat Ifrit produces naturally melts most materials without ruining them the way a forge might. While 'cast' metals are a poor choice for weapons and armor, it makes creating bullets and bombs from normally problematic materials much easier. +5 to roll per level for creation of ammunition and explosives. Yield (number created) is also increased by 1 per level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Fira x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Drainra x1 per mission x2 per mission x3 per mission x4 per mission
Ardora x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Hellfire
Ifrit crashes to the ground in a ball of flame, cracking the ground and venting sulfur and lava. This he gathers with his own blazing power into a spherical aura, with which he dashes through the enemy. Deals 15,000 Fire damage per level, with a 10% chance per level of Burning2.

Level 2: (500 MP * Level)
Summon Attack: Hellcry
Ifrit tears open the ground from below and climbs out, silhouetted by white smoke on which he casts demonic shadows. His demonic howl inspires a bloodlust in allies and a terrible fear in enemies. Level allies are rendered Berserk, and enemies of lesser willpower have a 2% chance per level of being unable to move their legs for the rest of the fight, with a 10% chance per level of Terror status.

Level 3: (650 MP * Level)
Summon Attack: Brimstone
Ifrit appears in a flash of fire, gathering a massive, superheated boulder of sulfur above his head that he crushes to fit in his own palm. Thermodynamics renders this an extremely hot solid, which he crushes to powder and blows over the enemy forces. Deals 20,000 Fire damage per level and causes one count per level of Melt, with a 10% chance per level of Blind.

Level 4: (800 MP * Level)
Summon Attack: Infernaja
Floating down from above, Ifrit slowly grows until he towers over the enemy, an apparition of pure flames with a taunting, bone chilling laugh. He pounces like a wild beast, crashing onto the enemy and leaving them to burn in a sea of white flame until golden brown. Pure damage, 125,000 per level roundabouts

Level 5: ( All MP, Minimum of 3000)
Summon Attack: Meteor Strike
Appears from a volcano that springs up below the enemy, along with a jet of white hot magma. Gathering it around the enemy, he condenses the lava into a solid brick of superheated material around them, before crashing through to shatter it and send them all flying. Deals 1,500,000 Fire damage, with a 50% chance each of Blazing and Heat Exhaustion. This ignores and destroys any protective buffs the target is utilizing.

Phoenix
Description:a mighty firebird representing the destructive rebirth of a wildfire in living form. Phoenix are magical creatures by nature, but those that become guardian forces are particularly special, having lived many lives and honed their flame until they are the flame. Phoenix are benevolent creatures by nature, and though only quasisentient, know a good cause when they see one and will fight for it with all their blazing heart.
A phoenix is a grand bird of breathtaking plumage in a variety of reds and oranges, with gemlike eyes that shine with flame, though some specimens have been known to take on rainbow aspects. They range in size from that of the largest eagle to far greater than any average bird, at their largest rivaling even the Zuu. Every beat of their majestic wings heralds a gout of flame.
Guardian Force HP: 20,000. When slain, revives Level times per mission at half HP.
Out of Combat Effects: At certain intervals (When monthly EXP is given, OOCly), the phoenix will molt and allow the lucky Summoner to pick through the moltings. What is found depends on the level of the phoenix.
1) 1 Phoenix Down
2) 1d2 Phoenix Down
3) 1d3 Phoenix Down, 50% chance of Phoenix Pinion
4) 1d4 Phoenix Down, 1 Phoenix Pinion, 50% chance of Mega Phoenix
5) 1d5 Phoenix Down, 2 Phoenix Pinion, 1 Megaphoenix. 50% chance of instead finding a single Phoenix Ruby.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Raise x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Arise x1 per mission x2 per mission x3 per mission x4 per mission
Reraise x1 per mission

Level 1: (300 MP and 1 Pheonix Down * Level)
Summon Attack: Rebirth Flame
The mighty phoenix rises from the ashes, throwing its wings wide and razing the battlefield with divine flames that purge the wicked while sparking life into the just. Deals 10,000 unsoakable Fire damage to all enemies per level, and revives one fallen ally per level with 5000 HP.


Level 2: (500 MP * Level, one of the Phoenix summons 'lives')
Summon Attack: Ashes to Ashes
The phoenix makes the ultimate sacrifice, diving from the sky straight into the ground with a crashing blaze that leaves feathers dancing on the breeze. Spawns 1 Phoenix Down per level.


Level 3: (650 MP * Level, 1 Phoenix Pinion)
Summon Attack: Phoenix Tears
Flying over the battlefield, the phoenix spares a tear for the injustice in the world, which strikes the ground and sets up a purifying blaze. Enemies take 20,000 unsoakable Fire damage per level, while all allies are healed of Blind, Bleed, Burning, Burn, Freeze, and Poison statuses, a maximum of three per ally.


Level 4: (800 MP * Level, 1 Megaphoenix)
Summon Attack: From the Ashes
The spirits of the fallen rise as firebirds, blazing through the enemy ranks with vengeful flames before returning to their bodies. Level*2 allies are revived at 10% HP each. For every ally successfully revived, this deals 75,000 unsoakable Fire damage.


Level 5: ( All MP, Minimum of 3000, 1 Phoenix Ruby OR the summoner's life, disallowing resurrection until the mission ends)
Summon Attack: Eternal Flame
With the blessing of the phoenix, the caster's soul erupts in flame, freed from its body as a great white phoenix that washes over the enemy forces and brings hope to the allied. Deals 1,000,000 Fire damage to all enemies, and all allies are revived at 50% HP, or granted a Regenerate effect if they're still standing. Enemies have a 50% chance of being afflicted with a special Burning2 that prevents healing until put out.

Brynhildr
Description: A blazing winged warrior and master of all Valkyrie. Brynhildr has a fiery temperament and an equal devotion to the combat she so craves. Her other hobbies include telling tales about previous battles, feasting, and long walks on the beach through swaths of enemies.
Brynhildr appears as a huge female warrior dressed in thick, perpetually flaming armor that leaves little of her actual form visible. She wields a massive bludgeon with two spiked flanges, which can snap together to form a sort of cannon.
Guardian Force HP: 22000 * Level
Out of Combat Effects: With a natural affinity for enchanted weaponry, Brynhildr's blessing and assistance enhance Enchanting/Augmentation checks by +5 per level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Brave x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Wall x1 per mission x2 per mission x3 per mission x4 per mission
Blazera x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Valkyrian Scythe
Snapping the unusual weapon out into the form of a great scythe, Brynhildr sweeps the weapon in a wide, blazing arc that strikes all enemies. The grievous wound this leaves is cauterized immediately by the heat of the flames.
Deals 10,000 physical and 10,000 Fire damage per level. If the fire damage is not reduced by any factor, the Cutting half of the damage caused cannot be healed easily.

Level 2: (600 MP * Level)
Summon Attack: Valkyrie Blaze
Swinging her great blade in a circle that cleaves the earth and splits the sky, Brynhildr gathers the flames of Ragnarok into the weapon, before stabbing it into the ground to share the destructive power with her allies.
Grants Enfire of <Level> severity to a single target, or Enfire 1 to <Level> targets.

Level 3: (750 MP * Level)
Summon Attack: Bifrost Blaster
Brynhildr snaps the great club-like flanges on her blade back to meet the blade, revealing a massive shotgun barrel which she wastes no time blazing over the enemy force.
Deals 25,000 damage per level of Fire element, with a 10% chance per level of causing [Burning 3]. The element and status are altered if the Summoner is currently under En-. The statuses possible are listed below;
Fire: [Blazing] Ice: Mild [Freeze] Water: [Soaked] Earth: [Sodden] Plant: [Moss] Wind: Mild [Knockback] Lightning: [Tic] Shadow/Dark: [Addled] Light/Holy: [Hazy] Time: Mild [Slow] Force/Gravity: [Knockdown]


Level 4: (1000 MP * Level)
Summon Attack: Spark Shower
The Valkyrie charges with all her might, weapon dragging along the ground to carve a deep rut into the ground and kick up a cloud of sparks that follow in her wake. With a final upward slash, she strikes a single foe into the sky, while the sparks crash down in a wave over the rest.
Deals 200,000 Fire damage per level to a single foe, and 50,000 Fire damage to everyone else.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Muspell Flame
Brynhildr holds her blade high, opening the gateway to Muspellheim behind herself. The flaming power of the realm flows into her, and the party, until with a meteoric leaping slash she unleashes the gathered blaze over the enemy party.
Deals 500,000 physical and 1,000,000 Fire damage to all enemies. All allies gain Level 3 Enfire and level 3 Fire Veil.
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Holy Elementals


Unicorn
Description: Of the holiest of beasts, a unicorn is a blessed equine with a single long horn coming from its beautiful head. They are skittish of temperament normally, but if provoked by the forces of evil or sought by the unworthy can become very fierce. They prefer to consort only with pure maidens, and one allowing you to simply see it is counted among the highest blessings and the greatest mark of your own goodness.
Unicorns have long pure white hair and flowing manes of silkiest texture usually matching the color of their horn, as do their perfect hooves. Their horns range among each individual, but are usually long and straight, with a nautilus-like spiral design, the material usually resembling pearl, ebony, platinum, or gold.
Guardian Force HP: 9000 * Level
Out of Combat Effects: The merest touch of a unicorn's horn is enough to sanctify just about anything, warding off evil and purifying poisons. The exact effects this is capable of depend on the level of the unicorn.
1) Purify food and water that would otherwise be unpotable.
2) Purify potions and other items that have spoiled or been poisoned (two per day).
3) Bless a person for three hours with divine protection, halving the damage of environmental hazards. (once per day)
4) Create a holy ward once per day that affects a roughly house-sized area for four hours. (Once per day)
5) Sanctify any object to grant it Holy Affinity 4 for 5 hours. (Once per day)

Unicorn consistently functions at 1 level higher, at no extra MP cost, when summoned by a pure maiden.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Cura x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Wall x1 per mission x2 per mission x3 per mission x4 per mission
Dispel x1 per mission

Level 1: (200 MP * Level)
Summon Attack: White Light
Lowering its head, the unicorn focuses a golden energy into its horn that is emitted as purest white light over the allies, healing 5,000 HP per level, spread evenly over all injured allies. Allies without negative status effects recover double what they would have.

Level 2: (300 MP * Level)
Summon Attack: White Hooves
The Unicorn walks tranquilly through the allied forces, the very sound of its hooves driving away suffering. This removes Level status effects on an individual basis, with a maximum severity per effect equal to Level.

Level 3: (500 MP * Level)
Summon Attack: White Wind
Standing regally on its hind legs, the unicorn summons a fresh, divine breeze that sweeps over the allies, removing two bad status from each ally and healing the entire party by 1/5 of the caster's current HP per level. The maximum tier of status removable is equal to Level.

Level 4: (750 MP * Level)
Summon Attack: White Tears
The unicorn sheds tears of the truest sorrow, which hit the ground in flashes of white as it trots sadly through the field, creating a sacred zone where violence is forbidden. For Level rounds, any attacks that don't beat the casting roll of the summoner will have the exact opposite effect. Whether friend or foe.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: White Horn
The unicorn lunges from the caster, stabbing its horn into an ally. The sacred prong however causes no damage, instead recovering that single ally to full HP, and reversing all bad status on him to the opposite effect (or simply removing them if there is no 'obvious' reversal). The overflowing chi of the target sweeps over all allies, restoring as much HP as the target had before being hit, and removing all bad status.
At the cost of all it's HP, the Unicorn can also make the ultimate sacrifice a pacifist can make; To lash out at a foe. This deals 1,000,000 Holy damage and inflicts Reverse status on a single enemy, with a 'splash' that deals half that to the rest of the foes, with a 50% chance of inflicting Karma. If summoned by a pure maiden, the HP cost is halved.

Maduin
Description: Maduin is an oddity among espers known for his great love of mortals, viewing them not as inferiors or pets but as shining examples of a life outside the actualized potential known by spirits. For all their weakness, he is eternally fascinated, and spends as much time among humans as he does in the spiritual realm, even inserting himself into the lives of particularly fascinating ones, as a lifelong guardian or even family.
Maduin takes many forms and doesn't even necessarily remain male at all times. His 'base' appearance presumably is that of a muscular, beautiful demon clad in simple clothing, often just a wrap at the waist, with dusky skin and long blue hair sweeping between gracefully curved horns. Among espers he looks the most human, though this may again be how he presents himself out of affection for the species, as he can also take on more monstrous aspects, with shaggy fur, great claws, and a more beastly build. In these forms he somewhat resembles a sphinx.
Guardian Force HP: 16,000 * Level
Out of Combat Effects: Exceptionally proactive, Maduin isn't one to sit about in his summoner's head until needed, and is possibly the most likely to summon beast to be out wandering outside of combat, tending to his beloved human. Maduin's care grants 2% per level recovery of HP and MP after every battle, as well as removing 1 bad status. Recovery time when badly injured, even mentally, is also sped up.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Flare x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Cura x1 per mission x2 per mission x3 per mission x4 per mission
Diara x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Chaos Wing
Maduin appears in his native form, spreading great wings and throwing them forward to batter the enemy with blades of holy energy. Deals 15,000 Holy damage per level, with a 10% chance per level of leaving each [Confused].


Level 2: (500 MP * Level)
Summon Attack: Kupo Dance
Maduin takes the form, of all things, of a moogle, and preforms an adorable dance that restores the fighting spirit of the party. This removes 1/10th of the HP each character has lost per level, and any target that has taken no damage is granted Level rounds of Battlemind and Faith.


Level 3: (650 MP * Level)
Summon Attack: Ribbon Dance
Maduin once again takes moogle form, preforming a dance that creates delicate ribbons of holy energy around her allies. Prevents all bad status effects for Level rounds, and attempts to cause them are countered with a bolt of bladed light dealing 10,000 Holy damage per level.


Level 4: (800 MP * Level)
Summon Attack: Terra Homing
Taking the form of a frightful sphinx-like entity, Maduin lashes with her claws, forming a webwork of laser nets that trap enemies in the sky after destroying the ground beneath them. As the chunks of stone rush up to meet them, the net explodes, dealing 500,000 Holy damage per level.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Terra Rage
Captures the foe in a webwork of hyperconductive light threads stemming from his claws, hoisting them high in the air and holding them for three turns. Each failed check to escape the net deals 500,000 Holy damage. For the first turn of captivity, fire damage taken is doubled with a 50% chance of [Third Degree Burn]. For the second turn, Thunder damage taken is doubled, with an additional 50% chance of [Jolt] status. For the third turn, ice damage taken is doubled, with an additional 50% chance of Moderate [Freeze].

Alexander
Description: A mighty machination of heaven or craftsmen unknown and long forgotten, Alexander is a literal mobile fortress, capable of hovering about in the form of a castle or transforming into a vaguely humanoid rook. Little is known about the creature's mental state, if it has one, but it serves its master faithfully.
Guardian Force HP: 25,000 * Level
Out of Combat Effects: Alexander can be summoned in castle form and used for shelter. In this form he can only use his level 1 attack at half power, but he gains Magical and Physical Soak equal Level*2000. It is, however, airtight, and defeating the Eidolon is the only way to get to those inside. If killed in this form, it takes him a week to recover.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Curaga x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Wall x1 per mission x2 per mission x3 per mission x4 per mission
Luminaira x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Divine Judgement
The great castle emerges from the ground and transforms into its humanoid form, looking down silently over the enemy for a long, tense moment, before unleashing white lasers from its eyes which trace a holy sign on the ground, which explodes one round later. The lasers deal 10,000 Holy damage per level. Any enemy that doesn't get off the rune before it explodes takes another 10,000 per level, with a 20% chance per level of Sensory Deprivation.


Level 2: (600 MP * Level)
Summon Attack: Castle Walls
Alexander appears in spectral form, leaving behind a shell of divine energy in the form of battlements which slowly shrink down and resolve into pearl-like spheres around each ally. Grants Level allies Wall status, but the damage they take is mirrored onto Alexander. All walls cease to function if it is knocked out.


Level 3: (800 MP * Level)
Summon Attack: Penance Hammer
Alexander's massive 'forelegs' hollow out, and it places them gently over two allies, basking them in purifying light that draws out Level bad statuses from each of them. Pulling its arms back up, they rearrange into a massive hammer sparking with vengeful power, with which it slams the enemy, dealing 20,000 Holy damage per level, with a 10% chance per level of applying each status it removed.


Level 4: (1000 MP * Level)
Summon Attack: Karma Cannon
Magitech cords erupt from Alexander's back, wrapping loosely around each ally and bathing them in healing energies, while gathering their pain and suffering into a massive cannon that emerges from Alexander's chest. Recovers 100,000 HP per level, spread evenly among all injured parties, while the firing of the cannon deals 50,000 Holy damage per level, 1dX times (Where X is the number of allies healed, maximum 5).


Level 5: ( All MP, Minimum of 4000)
Summon Attack: Heavenly Justice
Alexander lands on the battlefield at full humanoid form, kicking up a mountain on either side of himself, one with the allied party at the top, the other with the enemy. Standing between them, it digs its feet into the ground and channels the Lifestream itself up its body, emitting it in the form of a massive beam that obliterates the enemy, and from the other hand in the form of gentle wisps that become a pearly coating on the allies. Deals 1,500,000 Holy damage to all enemies, while leaving all allies in Shield and Regenerate status until struck once.

Asura
Description: Queen of the espers and beloved wife of Leviathan, Asura's three faces are equally lovely, her calm cathartic, her joy infectious, and her wrath awe inspiring. Her triple aspects are kept in balance by an enduring willpower and self control, all put towards a heart warming care and benevolence. Her maternal nature is kept somewhat in check by the strict rules that summoned beasts live by, but she is quite loving within those parameters.
Asura is a tall and graceful woman with a warrior's build hidden by flowing robes and accoutrements, and while her beauty is more understated than other lady summons, it has a certain depth to it that they lack. Her four graceful arms each bear an equally graceful blade, and even at rest she can often be seen preforming an ornate sword dance with them. Her most notable feature is, of course, the extra faces on the left and right sides of her face, one perpetually laughing, the other perpetually scowling.
Guardian Force HP: 31005 * Level
Out of Combat Effects: With a boundless knowledge of white magic and more physical medical skills, Asura grants a +5 per level bonus to all First Aid checks outside of battle. Potions and white magic are also enhanced, only outside of battle, by 10% per level.

All summons are innately accompanied by a 1d3 roll, determining whether Asura is Calm (1), Joyous (2), or Enraged (3).

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Luminaire x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Wall x1 per mission x2 per mission x3 per mission x4 per mission
Healra x1 per mission

Level 1: (375 MP * Level)
Summon Attack: Queen's Blessing
1: Asura grants a serene blessing of long life onto her chosen, spreading 10,000 HP per level over all injured allies and negating the next negative status effect they would otherwise suffer.
2: Asura dances a dance and sings a song extolling the joys of life itself, the gentle laughter reaching even to the realm of the dead. Revives fallen allies at 5% HP per level.
3: The queen shows righteous indignation that foes would attack her beloved summoner. For Level rounds, the party is granted Protect status.

Level 2: (650 MP * Level)
Summon Attack: Queen's Aegis
1: The queen snaps her fingers and calmly demands that the enemy's summoned creatures come forth and answer for standing against her. For Level rounds, all foes with Summons must call them for twice the usual MP cost and half the usual effect. If they do not, the summons appear anyway and simply stand in place, vulnerable to attack and/or diplomacy.
2: The gracious queen dances for the enemy's summon creatures, granting the great honor of a private showing and distracting them for Level rounds so that they cannot be called upon.
3: The queen's great wrath overflows, lashing out at those who would dare defy their queen. All summoned beasts among the enemy take 20% of their max HP in damage per level.

Level 3: (825 MP * Level)
Summon Attack: Queen's Gaze
1: The queen's kind, level gaze fills the party with confidence, granting Acute [Haste] and [Counter] for Level rounds and recovering 15,000 HP per level, spread evenly among all injured allies.
2: Her eyes dancing with mischief and lust for life, Asura looks over her champions as she dances by on a cloud. Level allies gain a Reraise that restores 10% HP per level on activation, as well as 5% MP per level. The rest gain a lesser effect that lessens a fatal blow to simply leave them at 1 HP.
3: The lovely queen levels a gaze so fierce upon the enemy that even magic fears to tempt her wrath. Deals 20,000 Holy damage per level to all enemies, and 2000 damage per level to their MP. For Level rounds, the party is granted Shell status.

Level 4: (1200 MP * Level)
Summon Attack: Mirror Mirror
1: Asura conjures a magic mirror that melts over the party, forming a protective coating of mana. Party gains Wall status for Level rounds.
2: The queen conjures a magic mirror, in which the party can see themselves in peak condition, before the image and reality swap places. Party is healed for 20% HP per level.
3: Asura smashes her mirror and flings the shards into the enemy, pausing time for a moment as they shred through to send a laser of Holy energy from each finger, bouncing and refracting through each shard. Deals 80,000 Holy damage per level and 80,000 Cutting damage per level.

Level 5: ( All MP, Minimum of 4500)
Summon Attack: Queen's Dance
1d7 is rolled instead. If a 7 is rolled, all three effects occur, Asura splitting into three to preform a trio with herself.
Asura grants the party a privilege seldom visited upon mortal eyes, rising from her seat to preform an immaculate dance of divinity with unparalleled perfection.
1-2: The queen's calm dance restores the party to full HP and renders them invincible to physical damage for one round.
3-4: The queen's madly joyous dance creates a bizarre distortion of mana, restoring the party to full MP and granting a special Reflect that allows support magic through, but doubles the damage of magic bounced off it.
5-6: The queen preforms a practical but still beautiful martial combo with a sword in each of her many hands, lashing foes mercilessly to deal 1,000,000 Holy damage, and granting the party one round of Divine Aura.
__________________________________________________________________

Dark Elementals

Diablos
Description: A dread demon that dwells in a pocket dimension within a magic lamp, a nether plane of dark matter. There he sleeps and dreams, gazing upon the dreams and nightmares of mortals in place of his own and awaiting those strong or wise enough to overcome his might. Diablos has little care for much of anything, apathetic to all but his dreaming and the call of those who have proven their worth. Despite his fearsome appearance, he is not inherently evil, but rather disturbingly neutral.
Diablos manifests as a demon of some stature, covered in thick, dull scales of red and black, decorated well with matching ridges and horns as well as a pair of massive bat wings. He often travels in the form of a swarm of pitch black bats made seemingly from hypercondensed ichor, using his 'true' wings mostly to hover wherever he has chosen to manifest. He maintains a bemused expression most of the time.
Guardian Force HP: 16,000 * Level
Out of Combat Effects: Diablos can be called upon from his slumber to gaze upon the dreams of others, rolling a standard scry check of +20 per level against their base willpower, unless they are so vigilant that they have learned to protect themselves even in sleep. The higher Diablos' level, the clearer the information gleaned from these dreams becomes and the longer he can 'watch' undetected (one hour per level, usually).

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Demi x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Ruinra x1 per mission x2 per mission x3 per mission x4 per mission
Demiga x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Dark Messenger
Diablos appears in a burst of bats, slowly reaching skyward to bring a blob of hypercondensed gravity into hand and lob it straight down at the hapless enemy. On contact it crushes the life out of them, dealing 5% of the target's current HP per level in gravity damage.


Level 2: (500 MP * Level)
Summon Attack: Flight of the Bats
Diablos sends a swarm of bats to lift the party from the ground, granting Float status for Level rounds, as well as flight at base running speed.


Level 3: (650 MP * Level)
Summon Attack: Nightmare Wing
A simple flap of his wings summons a hoard of bats that scoop the enemy skyward basked in utter darkness, dealing 20,000 Dark damage per level and sending them Level areas high. The attack also carries a 5% chance per level of [Coma] and Poison2, the second ending if the first does.


Level 4: (800 MP * Level, all of Diablos' HP)
Summon Attack: Dark Grasp
Diablos appears directly behind a single enemy, grabbing them in a wicked embrace to fly skyward at incredible speed, only to come crashing down moments later at an even greater speed, shattering himself explosively on impact. Deals 20% of the target's current HP in Gravity damage per level.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Eternal Sleep
Diablos becomes a living nightmare, towering over the enemy with eyes aglow and claws bared wickedly. Utter darkness falls, and none truly know what Diablos does to his foes in this time... Whatever it is deals 1,000,000 Dark damage, with a 75% chance of [Tranq], and a 50% chance of Fear. Every turn the target spends asleep and afraid deals 1% of their current HP in damage.

Atomos
Description: A simple creature created by unknown fortunes long long ago, for a single simple reason; To consume. And this Atomos does better than nearly anyone, drawing in anything that gets close and casting into oblivion. It is said that entire time lines have disappeared into his great maw when they were rendered obsolete. Atomos itself has little personality or morals, which makes it neither evil nor particularly holy.. It does its job, and that is all.
Atomos resembles a great gate to hell, with unsettling eyes perched atop a tooth-lined doorway carved of black, disturbingly organic looking material. When 'opened', the magical portal in its center takes the form of a swirling purple rift or a sphere of annihilation crackling with energy.
Guardian Force HP: 19,997 * Level
Out of Combat Effects: Atomos can be called upon to destroy nearly anything cast into its depths completely and utterly. This works only on inert, inanimate objects that can't, say, run for their lives, and it indiscriminately sucks up anything that isn't nailed down. Certain incredibly powerful items can 'plug up' Atomos, requiring time to 'digest'.
In normal cases, Atomos can devour 2000 pounds of material per level per sitting.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Slowga x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Comet x1 per mission x2 per mission x3 per mission x4 per mission
Demiga x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Wormhole
Atomos appears from below and opens his mouth wide, hungrily devouring all the garbage cluttering the battlefield. Level objects or 'helpless' enemies are slowly sucked in, lost forever after three rounds and converted into MP for the summoner. The MP amount is equal to [Tier of the object]%, or half the max HP of the devoured foe. Reviving a devoured foe is incredibly difficult and retrieving a devoured object is nigh impossible.

Level 2: (600 MP * Level)
Summon Attack: Pocket Dimension
Atomos sucks the party through into a pocket dimension and promptly vanishes, returning Level rounds later to spit everyone back up. This grants Vanish status for the duration.

Level 3: (750 MP * Level)
Summon Attack: Hell Purging
Atomos briefly reverses polarity of his ever hungry maw, spitting out precious junk at mach speed into the enemy party. Deals 1d5 hits to all enemies, with damage for each depending on a second roll of 1d5.
1) Rocks: 5000 Earth damage per level.
2) Stygian Ice: 10,000 Ice damage per level, 10% chance of Mild Freeze per level.
3) Hell Comet: 10,000 Fire damage per level, 10% chance of Burning2 per level.
4) Hellspores : 10,000 Plant damage per level, 10% chance of [Mushrooms] per level.
5) Dark Matter: 15,000 Dark damage per level.

Level 4: (1000 MP * Level)
Summon Attack: G-Force 199
Eyes flashing bright, Atomos opens wide to spit out a sphere of another universe, which falls at the speed onto the enemy, drawing them into a singularity as the sphere loses its tenuous stability in this dimension. Deals 15% of each enemy's current HP in Gravity damage per level.


Level 5: ( All MP, Minimum of 4000)
Summon Attack: G-Force 300
Atomos draws the enemy into a hellish other dimension of impossible compression, a universe within a needle's eye. This deals 99% of each enemy's current HP in Gravity damage to each foe.

Hades
Description: God of the underworld and shepherd of the doomed, Hades rules his domain with ruthless fairness, the rules quite simple. You only enter once, and you never leave as you came in. Despite his gaunt appearance and the stigma of his profession that mankind has clung to, Hades is a taciturn but relatively benevolent god concerned with balance above all things.
Hades takes whatever form he feels like at the time, either a skeleton or an equally gaunt human wearing an ornate helmet and ceremonial robes. When feeling particularly 'animated' however...
Guardian Force HP: 12,500 * Level
Out of Combat Effects: Unquestioned lord of the dead, Hades can provide basic information about anyone who is dead at the moment, not the least of which being 'are they dead at the moment'. Higher compatibility grants more information, at the max of which Hades will happily tell you everything about the corpse of your choosing. He also provides a +5 per level bonus to out of combat Necromancy.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Confusera x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Sleepga x1 per mission x2 per mission x3 per mission x4 per mission
Death Sentence x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Black Cauldron
The death god arrives in a poof of black smoke, conjuring before himself an ornate altar with an ominous stone cauldron atop it. He activates a fell potion left to stew in the cauldron, drawing it upward in a sulfurous hazing of pitch black, incredibly toxic smoke that flows over all enemies. Has a 10% chance per level of Poison2, Mute, and Snooze, along with a 5% chance per level of Acute Slow, Toad, and Panic. These chances are doubled if the foe is weak against Darkness or Shadow.

Level 2: (500 MP * Level, 10% of current HP per level)
Summon Attack: Contract
Hades draws up an almost literal deal with the devil, taking some of the summoner's life force in exchange for various boons. The summoner can pick any five status effects and distribute them as they like among their allies, the maximum tier of the status equal to the level at which the skill is used.
'Nonstandard' effects can also be wished for, but this is at the whim of Hades himself and highly dangerous, as he may take a price without particularly warning you about it. Nonstandard negotiations also generally take up the entire power of the cast, with the effect dependent on the level it's used at.

Level 3: (650 MP * Level)
Summon Attack: Deep Decay
As chains of darkness rise to hold the enemy in place, Hades appears in a wisp, walking slowly among them and chuckling darkly as he drags his fingers across each in turn, coaxing out their very pattern and marring it with darkness. Mind, spirit, body, and the connections between the three are ravaged by hellish energy. Deals 15,000 Shadow damage per level, inflicting Sensory Deprivation and Undead. There is a further 10% chance per level of High Lapse and Weak statuses.

Level 4: (800 MP * Level)
Summon Attack: Reaper's Sword
A massive red and black sword thuds into the ground, an eye in the crosspiece opening to look upon the enemy, and starting to draw their pain and suffering into itself. As it swells and glows with more and more evil power, Hades appears to pull it slowly from the ground, and lash a single blow across the enemy forces, striking a festering, bloody wound. This deals 100,000 Shadow damage per level, and activates any conditional or per round statuses [Level] times immediately.

Level 5: ( All MP, Minimum of 3000)
Summon Attack: River of Souls
At the god's command, the enemy is literally dragged to hell by innumerable twisted skeletal hands and lesser demons, the only mercy being that they black out. It is unknown what Hades does to them in this time, but after a short interval and a blood curdling howl of the dead, the enemy is spat back out, usually trapped in a sphere of black water or clutched by a skeleton, or both. Deals 1,000,000 Dark damage, with a 50% chance each of modified Drown and Boulder statuses. Every round spent in either of these statuses boosts all negative statuses the target is under by 1 tier.

Ark
Description: An ancient bio-artifice that travels through space and time in search of its next master. Ark is not truly sentient and thus has no particular personality or drive. It exists only to serve Summoners worthy of it's great might, though it is speculated that Ark is somehow related to Alexander.
Ark is a massive starship, though it resembles an old style viking galleon, complete with a dragon maidenhead and a wide sail. The only clues to its true nature are the curious mechanisms embedded into its design, and the fact that it, of course, flies about of its own volition. Ark can also transform itself through a series of complicated machinations into a vaguely humanoid steam knight with red eyes and a massive spear, its core glowing with dark power and its 'limbs' short, sharp affairs mostly used for striking.
Guardian Force HP: 22,000 * Level
Out of Combat Effects: Ark can be used as an airship, capable of carrying a great many people in its cavernous bulkhead, though its capacity for safe star travel is decidedly lower. It can use its Level 1 attack while carrying people thus, using its summoner's attack roll, but is otherwise a simple transport, its max speed dependent on its level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Shadara x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Abyssra x1 per mission x2 per mission x3 per mission x4 per mission
Onyxra x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Propeller Wind
Ark takes flight for the battlefield, buzzing low over the enemy and jostling them dangerously with riptides of the ill wind it puts off, tainting the air itself with the evil energy that powers it. Deals 20,000 Dark damage per level, with a 5% chance per level of causing [Panic]


Level 2: (600 MP * Level)
Summon Attack: Anti-Magic Field
Ark hovers over the battlefield, pointing its main gun straight down and reconfiguring it quickly into a projector, which bathes the field in anti-magic radiation. For Level rounds, no magic can be used, for better or for worse.

Level 3: (750 MP * Level)
Summon Attack: GAU-8 Jormagund
Cutting sharply over the battlefield to knock the enemy off their feet, Ark shoots sharply upward in a barrel roll, before coming around for a strafing run with the massive cannon in the mouth of the dragon on its front. A broad swath is devastated by massive slugs bathed in demonic radiation. This puts the enemy under [Artillery] status for Level rounds, each failed dodge dealing 30,000 Dark damage with a 10% [Stun] chance.

Level 4: (1000 MP * Level)
Summon Attack: Eternal Darkness
Diving from space, Ark reconfigures itself into its true, terrifying form, a great mechanical humanoid with razor sharp wings on its back, armed to the teeth. Trapping the enemy in an ornate rune, it opens up with a barrage of missiles that turn the battlefield into a raging inferno, before finishing with a shoulder mounted laser cannon that can be seen from space. The barrage of missiles deals 1d15+5 counts of 5,000 damage per level each, while the laser deals 75,000 per level, all Dark damage.


Level 5: ( All MP, Minimum of 4000)
Summon Attack: Linear Omega
Ark takes its humanoid form and snaps its dragon cannon out into the configuration of a sword, the blade alight with dark matter. It sweeps the blade in a simple but effective combo, before smashing the enemy skyward and throwing the sword into the air while it reconfigures its body into a giant rail gun, which the sword lands neatly in the barrel of before being shot upward with such velocity that the air becomes a sea of plasma. Deals 1,000,000 Dark damage with a 75% chance of knocking the enemy 2 Areas straight up, plus a 50% chance each of [Stun]. Enemies successfully knocked up suffer the second hit of 1,000,000 more Dark damage, with a 50% chance of [Atomize].

Anima
Description: A Fayth created by the ultimate sacrifice of a mother, and an avatar of suffering bound in chains. She lives to atone for her sins in the past and to make a better world for those she still feels have a hope to cling to, while she herself is a tragic figure basked in despair and pain.
Anima is a fish-like monstrosity, her upper body towering through a portal so that nothing below the waist can be seen, yet still easily ten to twenty feet tall. Her arms are bound by thick chains and spellbinding mantras, across her chest as if in burial, and her blue finned, toothy, mummy-wrapped face is constantly wracked with pain and regret. She wears a great cloak, bound to her body by the chains as always, and a talisman painted with her former self across her great scaly chest.
Guardian Force HP: 36,000 * Level
Out of Combat Effects: Anima can 'share her pain' with defeated but still living enemies in a unique way, binding them in the chains that fill her home pocket dimension. In this way she can be used as sort of a magical jail, incredibly difficult to escape from, and capable of holding roughly Level 'guests' at a time.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Thundaga x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Meltdown x1 per mission x2 per mission x3 per mission x4 per mission
Death x1 per mission

Level 1: (400 MP * Level)
Summon Attack: Pain
Anima is wrenched through a great abyss, lifted by a chain connected to the many that bind her. Charging energy into her eyes, Anima throws her head back in a roar, connecting her mind briefly with all enemies. The sheer agony they endure in this moment deals 25,000 Dark damage per level, and a single, lesser enemy has a 10% chance per level of being slain outright by the shock. This ignores magic defense.


Level 2: (700 MP * Level)
Summon Attack: Anima Solus
Anima erupts from the ground behind the party, symbolically closing its arms tighter together as if to embrace them, and roaring in agony when the shackles bind them that way, allowing her to shoulder the suffering of her charges. For Level rounds, all negative status effects affect Anima rather than the party, and she is helplessly open to attack. Damage statuses deal damage equal to what would have been done to the actual afflicted target.

Level 3: (900 MP * Level)
Summon Attack: Mega-Graviton
Anima concentrates the crushing despair of her prison home into a physical mass of high density magic, crushing the foe ruthlessly with it. Deals 30,000 Dark damage per level, with a 10% chance per level of Acute [Slow]. It also causes [Darkness] and [Speechless].

Level 4: (1350 MP * Level)
Summon Attack: Oblivion
Anima drags the enemy into her own personal hell, her terrifying other half breaking free of its chains and unleashing a rain of punishing blows, ending in a psychokinetic explosion of agony. Deals 1d16 hits of 15,000 Dark damage per level each, and if at least 8 connect, the final outcry deals 60,000 per level.

Level 5: ( All MP, Minimum of 5000)
Summon Attack: Moment's Respite
With the blessing of her master, Anima is finally granted a momentary relief from her imprisonment, snapping free of the chains and kneeling before the party in her true form. The enemy is kind enough to take her place, dragged into the hell dimension and weighed down by innumerable razor sharp chains.. Deals 2,000,000 Dark damage to all foes, and with a 75% chance of [Disable] and a modified [Trouble] for all struck. Every enemy Troubled shares damage to each of their trapped fellows, including those Disabled but not Troubled.

Zodiark (Child)
Description: An incredible entity of cosmic power, so great that even its creators deigned to leave it in this, its larval form. Even with its strength not fully developed, and with the mentality of a child, its powers are on par with the greatest of Guardian Forces and cosmic entities. This power it shares with those that gain its trust and kindness. To call him a god, of reality itself, in his own right would not be too far off, but he lacks a true will of his own and enforces the 'rules' it is taught with iron zeal rather than trying to shape the universe to its own wishes. In this way, Zodiark is all powerful but rather helpless.
Zodiark takes the form of a beautiful flying serpent, its actual body relatively small but its wings, floating of their own accord and attached to the body by sheer willpower, are truly massive in size and assortment, the largest golden and angelic.
Guardian Force HP: 20,000 * Level
Out of Combat Effects: A being of absolutes, Zodiark can... Assist in item creation endeavors by altering reality to be less a toss of the dice and more a flip of a coin. Any attempt Zodiark 'helps' with has its Critical and Botch chances expanded to fill 10% of either extreme per level. Thus, at level 5, an attempt will have a 50% chance of either critting or botching.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Reflectaga x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Meteor Shower x1 per mission x2 per mission x3 per mission x4 per mission
Flarega x1 per mission

Level 1: (500 MP * Level)
Summon Attack: Banish Ray
With disturbing ease, Zodiark flashes into existence and raises his head to breathe forth a great beam of black energy, with a roar that sounds uneasily like childish laughter.
Deals 30,000 DARK damage to all enemies, mitigated ONLY by Reverse or full immunity/absorption of Dark element attacks. Reductions of any sort fail to affect the pure destructive impulse.

Level 2: (900 MP * Level)
Summon Attack: Child's Play
Bored with the current tapestry of reality, Zodiark sends out waves of disruptive energy that change the fabric, twisting a strand here and reweaving one there. <Level> objects (Weapon emplacements, cover, ect) or people are affected, moving them about the battlefield. The summoner can either choose which objects/people are moved, or decide WHERE they are moved after they are randomly selected by Zodiark.

Level 3: (1150 MP * Level)
Summon Attack: Scathe
Zodiark appears with a playful flick of its tail, gathering around the summoner protectively and opening his mouth wide. Energy is gathered slowly into a focal point just in front of it, drawing so much mana out of the surrounding area that any other magic becomes impossible.
Charges for Level rounds, during which Zodiark is targeted in place of the summoner. Any spells that 'go off' (Charge spells are only subject if they finish during the Scathe charge period) fail instantly and cost double MP.
When the breath is finally expelled, it deals 35,000 DARK damage per level, with an additional 1000 per spell foiled by the prior effect.

Level 4: (1725 MP * Level)
Summon Attack: Antiflare
Zodiark invests incredible amounts of energy into the fabric of reality, causing random points to erupt in nuclear flames. If these random points are objects instead of dead air, they are essentially unmade, and the resulting energy fuels the explosion they put off.
Deals 250,000 DARK damage per level, and destroys 1 object on the field per level. An additional 50,000 is done for every object the summoner destroys.

Level 5: ( All MP, Minimum of 7500)
Summon Attack: Final Eclipse
Folding up wings and falling calmly into the sea, Zodiark gathers the power of creation about itself, forming a pristine silver egg. The energy left over flares to pitch black flames though, blotting out all light in the area as the egg hatches to reveal Zodiark's adult form. This brief moment of existence, and a cry of draconian fury, is all it takes to blanket the entire area in an all consuming explosion. So potent is this attack that it even destroys Zodiark, forcing him to be reborn in his bound, larval state again.
Deals 2,000,000 DARK damage. Nothing short of godly might remotely reduces this damage, even Protect, Reverse or full immunity/absorption of Dark attacks. The attack destroys all objects in the target area, and leaves a pitch black void at the epicenter, essentially a pocket of deep space; Standing in this area deals 500,000 damage per round.
__________________________________________________________________

Status Specialists

Cait Sith
Description: A lower class sidhee, Cait Sith are catlike magical creatures with an overabundance of energy and a helpful, if vexing, demeanor. They often try to assist beyond their capabilities, or decide with poor timing to pull pranks to lighten the mood. No matter how bizarre, or cripplingly timed, their actions, Cait Sith are almost universally well intentioned and often fail to grasp just how bad they can be at 'helping'.
Cait Sith are black and white cats walking on two legs and standing usually no more than a foot tall. They dress grandly to match their .. Abundant self esteem, usually donning a swishy crimson cape and a gold crown, and they are rarely seen not carrying a trumpet or megaphone to carry their will to others.
Guardian Force HP: 7000 * Level
Out of Combat Effects: A Cait Sith's tendency to be overly helpful manifests in a tendency to pop out at random, calling out ideas and encouragement through their megaphones or playing a trumpet call to stoke the vigor. They often succeed but just as often fail, granting a +5 per level to certain checks and a -5 per level to others, as listed here. Bonus and penalty can be 'turned off' for a mission by instructing the Cait to shut up, but it is impossible to get the bonuses without getting the penalties.
1) +Diplomacy, -Intimidate
2) +Run, +Jump, -Swim, -Climb
3) +Search, -Spot
4) +Lockpicking, -Stealth
5) +Gather Information, -Knowledge

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Confuse x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Float x1 per mission x2 per mission x3 per mission x4 per mission
Immobilize x1 per mission

Level 1: (100 MP * Level)
Summon Attack: Cat Rain
Cait Sith swaggers cheerfully past, walking in some ridiculous way that makes it even more perplexing to see a cat walking on two legs. Deals a 15% chance of [Confused] to all enemies.

Level 2: (200 MP * Level)
Summon Attack: Megaphone
Cait Sith dons an army helmet with his signature crown precariously atop it, calling out tactical decisions with his megaphone. Level allies are commanded to do something, rolled randomly after they're selected (1d7); if they follow the order, their skill bonus is doubled for that action.
1) "Hit 'em!" Commands the target to preform a physical attack.
2) "Blast 'em!"Commands the target to preform a magical attack.
3) "Mess with their heads!" Commands the target to preform a status-causing attack.
4) "Go all out!" Commands the target to preform a pure-damage attack.
5) "Help your friends!" Commands the target to preform a support action.
6) "Avoid dying!" Commands the target to go on the defensive (Applies the bonus to Dodge and Block checks for one round if they waste their turn)
7) "Do whatever!" Commands the target to do whatever they want.

Level 3: (300 MP * Level)
Summon Attack: Steal Breath
Cait Sith attempts to steal an enemy's breath with his signature Blaster attack. Deals 4000 non-elemental damage per level to all enemies. All sleeping enemies take double damage, and have a 5% chance per level of Death Sentence, a 10% chance per level of [Fear], and a 15% chance per level of having their Sleep effect upgraded one tier, and

Level 4: (450 MP * Level)
Summon Attack: Courage Boost
Cait Sith prances back and forth, calling out half-baked encouragements that nonetheless find the heart. Grants a set of buffs determined by 1d3, lasting Level rounds.
1) [Wall], [Reincarnate]
2) Chronic [Haste], MP costs cut to 1/Level
3) [Shield]

Level 5: ( All MP, Minimum of 1000)
Summon Attack: Cat Roulette
Cait Sith drops a giant roulette wheel on the enemies and plops down in the seat to happily play a few games. 33% chance each of inflicting [Darkness], [Snooze], Moderate [Slow], [Imp], [Panic], [Frothing], [Fatigued]. The final payout deals 100,000 non-elemental damage per status that works, on a by-target basis.

Carbuncle
Description: An adorable little spirit creature with a playful nature and a heart of gold. Or possibly diamond. Carbuncle is a dragon with a great affinity for gems and especially the magical light that passes through them, seeking to share the beauty of such things with his friends. The creature is quasisentient, with an adorable catlike mentality and a great love of shiny objects.
Carbuncle appears a small dragon-like being with a tendency to teleport about. His body is covered in very fine fur with the occasional cushy puff of it and one or two fin-like appendages decorating its small bulk. Its four stubby legs do little, as it mostly flies about, and its most notable feature is the large, very pure gemstone in its forehead, the exact type changing often.
Guardian Force HP: 10,000 * Level (takes half damage from magic)
Out of Combat Effects: With a natural affinity for gems and crystals, Carbuncle's assistance causes them to glow brighter and helps purify their karats over time. This grants a +5 per level bonus to gemwork, and also allows it to be used as a sort of radar to locate such riches.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Reflect x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Wall x1 per mission x2 per mission x3 per mission x4 per mission
Hastega x1 per mission

Level 1: (300 MP * Level)
Summon Attack: Ruby Light
Leaping from a hole in the dimension, Carbuncle shines his hallowed light over the allied party, granting them Reflect status for Level rounds.


Level 2: (500 MP * Level)
Summon Attack: Ruby Shine
Basks the allies in a gentler, more sustained light, hanging precariously in the air over the field until struck, which ends the move. Grants Regen at a tier equal to Level until then.


Level 3: (650 MP * Level)
Summon Attack: Pearl Light
Popping the ruby off his head, Carbuncle replaces it quickly with a pearl, making sure it's attached tightly before leaping skyward to cheerfully bask the party in its pale light. For Level rounds, all allies are granted Protect and Shell.


Level 4: (800 MP * Level)
Summon Attack: Emerald Light
Replacing the ruby with an emerald this time, Carbuncle scampers anxiously back and forth before hopping upward to bathe the party in a pale green light. Grants Chronic [Haste] to Level allies for Level rounds.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Diamond Light
Carbuncle briefly cradles a large, immaculate diamond to his chest, before diligently screwing it into his forehead and taking a deep breath, casting a rainbow light over all allies. Grants Vanish status to 1d6 allies, and 3d6 other statuses to 1d[All] allies.
1) [Reflect]
2) Acute [Haste]
3) [Wall]
4) [Artillery]
5) [Regenerate]
6) [Zen]

Catoplebas
Description: A beastly summon monster of dark power, the catoplebas is among the more feral espers, concerned more with its own day to day survival than any lofty goals of note. It does carry a particular affinity for punishing the guilty however, and it is said that it's great eye can detect injustice and evil.
A Catoplebas appears as a great, shaggy demon with a nondescript body and a very long neck and tail, at the end of the neck being its signature head, so massive that it can't lift it from the ground. It sports a toothy maw, but the real danger is the large demonic eye peering up at an angle from the top center of the head.
Guardian Force HP: 7000 * Level
Out of Combat Effects: Catoplebas' massive eye can peer through matter with a little effort and detect magic. This grants a +3 per level to Search checks, and a +6 per level of seeking magical objects.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Blind x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Break x1 per mission x2 per mission x3 per mission x4 per mission
Biora x1 per mission

Level 1: (200 MP * Level)
Summon Attack: Demon Eye
Catoplebas drags its great head onto the field and turns its eyes on the enemy. Any foolish enough to look down suffer a 15% chance per level of being Petrified on the spot.

Level 2: (300 MP * Level)
Summon Attack: Aegis Guard
Catoplebas appears on the field and closes his eyes dutifully, ritualistically closing the eyes of death itself. For Level turns, it is open to attack, but the party is immune to Instant Death and Petrify, as well as death due to Freeze or Heat.

Level 3: (500 MP * Level)
Summon Attack: Demon Breath
The great beast blows a sickly fog onto the field, dealing 13,000 non-elemental damage per level, with a 5% chance each of Slow Numb and Death Sentence.

Level 4: (750 MP * Level)
Summon Attack: Dead Stare
Catoplebas brings its level gaze upon the enemy, setting a three round timer and leaving itself vulnerable as it stares slowly through them. At the end of the timer, deals 50,000 Dark damage per level for each status effect on the enemy.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: Morningstar Rising
Catoplebas does the impossible, digging deep to slowly raise its head. Eye to eye with the enemy, it cracks a disturbingly wide grin as they flash with malevolent judgment, firing a wide black laser through the enemy ranks. Targets with less than 1,500,000 HP are slain instantly. Those remaining have a 25% chance each of being inflicted with Petrify and Death. Those immune instead have a 50% chance of [Boulder] and [Depression].

Doomtrain
Description: An uncanny machination of hell that ferries souls to and fro with greater speed and efficiency than ever. Crafted in times long gone by unknown forces, Doomtrain fulfills its purpose with dedication and without hesitation, though whether it is truly good or evil is uncertain. It dislikes those who try to stop it or steal its passengers, but welcomes those who seek an early end with open arms. Doomtrain is more talkative than other 'automaton' type GFs, with a certain arrogance and a great faith in its own power.
Doomtrain takes the form of a massive train that lays its own track through magic, allowing it to go wherever it pleases. It is like something out of a nightmare, with a massive skull at its crest that serves as a face.
Guardian Force HP: 23000 * Level
Out of Combat Effects: Doomtrain will carry its summoner if he or she wishes, giving they and their friends, and only they and their friends, clemency to go to and from the land of the dead. He will 'escort' [Level] passengers to that place at once, and the trip is nearly instantaneous. Doomtrain may also be able to take its passengers to other realms, in particular other lands of the dead.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Meltdown x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Sleepga x1 per mission x2 per mission x3 per mission x4 per mission
Fog x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Runaway Train
Phantom tracks lay themselves over the enemy, Doomtrain coming screaming down them with a mad cackle of glee just as they're starting to get up. Every enemy hit suffers a 10% chance per level of Acute [Disease], [Dislocated], [Berserk], [Internal Bleed], a 5% chance per level of [Freeze], and a 2% chance per level of [Vit0].

Level 2: (600 MP * Level)
Summon Attack: Dark Transport
Doomtrain helpfully scoops up as many allies as want to ride, moving them through a tunnel to drop them off up to (Level) Areas away from the summoner.

Level 3: (750 MP * Level)
Summon Attack: Blazing Speed
Doomtrain blazes by at his usual mad pace, hooks flying off the sides to seize the enemy and drag them along on a wild ride, bathed in the sparks its wheels put off. Deals 20,000 Fire damage per level, and inflicts 1dLevel counts of [Melt], plus a 10% per level chance of [Blazing] and [Heat Exhaustion].

Level 4: (1000 MP * Level)
Summon Attack: Accelerator X
Doomtrain charges the foe as usual, but stops abruptly just feet shy of them, granting the enemy a sigh of relief.. Before they're suddenly grabbed up by skeletal workers and fed to the train's furnace. Put through the foul mechanisms of the hellspawn, they find themselves shot out the top with a great toot, taking 100,000 non-elemental damage per level, and having all status effects altered to a tier equal to Level.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Off the Rails
Doomtrain screams along, snapping up the enemy into its skeletal mouth for a wild ride through a veritable roller coaster track, gaining speed all the while until it hits a ramp nearly straight up, careening skyward, then groundward. Turning phantasmal at the last second, the train passes harmlessly through the ground. The enemy and the train's cargo... Don't. Deals 1,000,000 non-elemental damage to all foes, with a 50% chance each of breaking armor, weapon, and accessories, and a 75% chance each of inflicting Vit 0 and Shattered. If either Vit0 or Shattered succeed, all status effect counters on the enemy are reset to their full duration.
__________________________________________________________________

Non-elementalists and Hybrids

Kjata
Description: A great beast representing a balance and harmony of the elements of the world it supports on its mighty back. It lords over the land itself in all its forms and power, fire, ice, earth, and thunder alike, and maintains that balance with a stalwart dedication. While it enforces a cycle, it is a rigid one of equal exchange, such that in the end stage nothing has truly changed, thus it is not a great force of change and seeks to maintain a status quo.
Kjata appears as a massive bull, though it also somewhat resembles a warthog. His fur is a dull reddish brown, with a more blazing mane going down it's back. It's many yellow eyes peer out from under equally numerous black horns, some great and some small, and its hooves thunder with each step. A great ring of indeterminate metal is worn through its snout.
Guardian Force HP: 16000 * Level
Out of Combat Effects: Enhances any Item Creation attempt that matches the list of elements below, by +7 per level. It cannot affect the same element again until it has affected all others. Place an X in the box to the left, and empty them when every box is checked.
[ ] Wind
[ ] Lightning
[ ] Water
[ ] Ice
[ ] Earth
[ ] Plant
[ ] Fire

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Thundara x1 per mission x1 per mission x1 per mission x2 per mission x2 per mission
Blizzara x1 per mission x1 per mission x1 per mission x2 per mission x2 per mission
Fira x1 per mission x2 per mission x2 per mission
Quara x1 per mission x2 per mission x2 per mission
Aera x1 per mission x1 per mission x2 per mission
Watera x1 per mission x1 per mission x2 per mission

Level 1: (300 MP * Level)
Summon Attack: Tetra Disaster
A series of great disasters occur in a row, each feeding off the last in a steady transference of energy. A thunderstorm strikes, the shards of thunder becoming ice in a great blizzard, and the snowflakes in turn erupting in a blazing explosion culminating in the rise of Kjata himself from the gathered energy. He stomps the battered ground, kicking up great shards of stone for a final blow.
Deals 5000 Lightning, Ice, Fire, and Earth damage each to all enemies. If no weaknesses or strengths are struck, this has a 20% chance per level of causing [Imperil]


Level 2: (500 MP * Level)
Summon Attack: Elemental Shift
Kjata appears, shaking his mighty head and turning the mana on the field upside down by forcing it along on the natural cycle of creation and destruction. This temporarily shifts the elemental affinities of various objects or spells.
<Level> shifts are possible, each affecting an Affinity, an En- spell, or a Veil spell. Each shift affects a single elemental instance, and they can be spread in any way the summoner wishes.
The cycle the shifts follow is Lightning/Wind -> Water/Ice -> Fire/Heat -> Earth/Plant -> Lightning/Wind


Level 3: (650 MP * Level)
Summon Attack: Tetra Diamond
Sweeping all enemies into the air with a tornadic updraft, Kjata appears from below, battering them with three great breaths from below that entrap the enemy in personal crystals of magical energy, reversing the cycle to disastrous result. Painful at best, this can leave them trapped in the tattered remains of their own melted armor, tempered with rock dust and set back into place as a prison.
Deals 10,000 damage per level each of Fire, Earth, and Ice with a 10% chance per level of Minor [Freeze], [Sodden], and [Melt], all rolled as one. A target unaffected by any of these statuses is unaffected by all of them.


Level 4: (800 MP * Level)
Summon Attack: The All Seeing Eye
Stepping serenely onto the field, Kjata gathers monstrous energy into his eyes and horns, feeding it upward in thin lasers that take the form of numerous crystals hovering over his humped back. 12, with a thirteenth, large and white, in the center to support them... Once they are all properly charged, they give a flash and unleash the gathered energy in a hailstorm of thin lasers that strike with surprising accuracy... Or unrelenting destruction.
20,000 damage each, of Lightning, Wind, Water, Ice, Earth, Plant, with a final hit of 40,000 Fire damage. Each hit targets a single enemy of the Summoner's choice, but must target someone. The damage can instead be halved to target all enemies with all elements.

Level 5: ( All MP, Minimum of 3000)
Summon Attack: The Endless Cycle
Kjata unleashes the full force of the universal cycle of creation and destruction on the enemy, filling the field with rapid fire disasters, one after another.

Once per round for three rounds, one of the following occurs at the Summoner's choice. They cannot repeat.;
500,000 Fire damage, 50% chance of [Burning 2]
500,000 Water damage, 50% chance of [Inundated]
500,000 Ice damage, 50% chance of Moderate [Freeze]
500,000 Lightning damage, 50% chance of [Jolt]
500,000 Earth damage, 50% chance of [Caked]
500,000 Plant damage, 50% chance of [Mushrooms]

On the fourth turn, if any instances of [Inundated], [Caked], [Burning 2], [Mushrooms], [Jolt], or [Freeze] exist on the field, a final hit of 500,000 damage, of any element, can occur at the cost of removing all such statuses after it is calculated.

Fenrir
Description: A great and noble wolf spirit that runs upon the wind itself, its great maw able to taste the hottest flames and coldest void unharmed. He is an energetic, proud, and passionate creature who enjoys the formality of his summonings, viewing them as a testament to his own greatness. He is however loyal to a fault and will never falter in the service of his master.
Fenrir takes different forms to suit its mood, but in most cases is an incredibly large wolf, ranging between simply 'very large for a wolf' to the size of a behemoth. Its fur is shaggy and proud, a blueish undercoat with a mighty green and white overcoat. His eyes gleam with power, and its fangs and claws carry a shimmer of steely deadliness.
Guardian Force HP: 17000 * Level
Out of Combat Effects: Fenrir's mighty jaws can bite through nearly anything given enough time, and he is especially useful for gnawing through bindings and cages. He grants a +10 bonus per level to the escape attempts of his master, and may grant an instant success depending on the material by simply biting right through it. What he can sunder this completely depends on his level;
1) Raw or soft metals, cloth and leather
2) Worked metals
3) High tech polymers
4) Magical metals
5) Just about anything

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Quakra x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Onyxra x1 per mission x2 per mission x3 per mission x4 per mission
Photon Ray x1 per mission

Level 1: (350 MP * Level)
Summon Attack: Terrestrial Rage
With a great shattering of the chain that binds him, Fenrir lunges into the sky through a hole that opens in the earth. Passing over the moon, he comes crashing down on his forepaws, the sheer speed and weight of the great wolf on impact causing a seismic event of no small means.
Causes 20,000 EARTH damage per level, with a 10% chance per level of [Knockdown] to those on the ground, and a 20% chance per level of [Knockdown] to those in the air from Fenrir's turbulence on the way down.

Level 2: (600 MP * Level)
Summon Attack: Howling Moon
Fenrir stands on a high ledge, silhouetted by the moon. Tilting his head back, he draws lunar energy into his mouth with a reversed howl, before breathing it out over the allies in a keening howl. The smokey miasma of lunar power clouds the minds of friend and foe alike and brings about the power of the lunatic.
<Level> allies are granted [Frothing], and all allies are granted Doppelganger for <Level> rounds.

Level 3: (750 MP * Level)
Summon Attack: Lunar Call
Leaping skyward, Fenrir poses for a moment before the full moon while gathering its immense energy into his mouth, the energy far more potent with his proximity. Unleashing it straight down in great circular waves of energy, the great wolf strafes the ground below.
Deals 20,000 DARK damage, removes 2 <Level> Severity or lower positive statuses total, and has a 10% chance per level of causing [Blind] to all targets.

Level 4: (1000 MP * Level)
Summon Attack: Solar Winds
Leaping once from the ground, then again from the moon, Fenrir vents his endless hunger by drawing energy from the sun in long, creeping fingers. Landing lightly on the ground after his spacial adventure, the wolf lets loose a great howl, bathing the enemy in innumerable crashing arcs of solar power.
1d6 hits of 20,000 LIGHT damage per level each. If the target is Blinded by Lunar Call, +4 possible hits and remove the Blind. If the target is Knocked Down by Terrestrial Rage when struck, +2 to total hits.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Millennial Decay
Fenrir gives a great cry, calling out to the fated future of Ragnarok, which calls back with a barrage of bolts through a split in the sky. Innumerable such blasts tear into the enemy, bearing the whisper of the sun, the moon, and the earth.
Deals 1,750,000 TIME damage to all enemies.
If Terrestrial Rage has been used, deals [Disarm] to a single target.
If Lunar Call has been used, deals [Nap] to a single target.
If Solar Winds has been used, deals [Incinerate] to a single target.

Magus Sisters
Description: The legendary Magus Sisters, a trio of warriors known far and wide for their skill, as well as their loyalty to one another. Truly they are almost never seen apart, and whether they have decided to fight on the side of good or evil, they will always back one another up in their endeavors unanimously.
They are a curious threesome, Sandy very tall and thin, Cindy stout and nearly round, and Mindy, the youngest, very tiny in general, resembling a china doll more than a person. They tend to dress in themed outfits that match one another, their exact costumes changing with the tide and their own whim.
Guardian Force HP:
Mindy: 10,000 * Level
Sandy: 15,000 * Level
Cindy: 20,000 * Level
Out of Combat Effects: The Magus Sisters will help tutor other mages in the mystic arts, but only one can pay attention the entire time per attempt. Roll 1d3 when creating a custom attack skill, and fill two of its slot with the result;
1 - +.5 to Damage Mod per level. Level 5 grants +3 total to damage mod.
2 - MP cost of spell -5% per level. Level 5 grants -30% total to cost.
3 - +5 per level to Concentration when casting the spell. Level 5 requires two failures to interrupt the spell.

Levels 2, 3, and 4 have three attacks each, and which is used is determined randomly by 1d3. By doubling or tripling the MP cost, the summoner can 'force' an extra roll, or simply force all three effects to occur at once. If nothing but downed sisters are rolled, the spell is wasted and fails automatically.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Aera x1 per mission x1 per mission x2 per mission x2 per mission x2 per mission
Watera x1 per mission x1 per mission x2 per mission x2 per mission x2 per mission
Fira x1 per mission x1 per mission x2 per mission x2 per mission x2 per mission
Ultima x1 per mission x1 per mission x1 per mission
Ultima can only be cast if all three sisters have been called during the same battle.


Level 1: (350 MP * Level)
Summon Attack: Sisterhood
The Magus Sisters come together, playing a quick triple game of Rock Paper Scissors to see who will defeat the enemy. Roll 1d12, causing the below effects based on the rolled number;
Divisible by 2 (2,4,6,8,10,12): Mindy pumps her tiny fists in the air and unleashes a swift barrage of random spells, dealing 7500 Non-elemental damage per level.
Divisible by 3 (3,6,9,12): Sandy leisurely calls forth a speak, brandishing it swiftly to attack all enemies in a whirl of blazing blades, dealing 5000 Fire damage per level, with a 10% per level chance of [Bleed1] status..
Divisible by 4 (4,8,12): Cindy grins and slowly rolls her great girth into a ball, conjuring shards of ice to turn her into a cannonball which is launched via a spout of water, dealing 5000 Water damage per level and draining 700 MP per level.
5,7,11: Dud. A three way tie sends all three sisters into a slump of shame. MP is refunded, turn is not.

Level 2: (600 MP * Level)
Summon Attack: Sister Support
1) Calamity - Unleashes a barrage of spiteful magic on the enemy, attempting with a 10% success rate per level each to inflict [Poison1], [Darkness], [Curse], and [Speechless] on one target. For every instance of Reflect on the allied side, Mindy will bounce the magic off the magic mirrors to strike 1 additional enemy per Reflect with each status.
2) Sandy's Mirror - Grants Level allies a special Reflect status for one round, which reflects only harmful magic, and at 150% its normal power.
3) Sister's Care - Does one of three things. If Mindy or Sandy are down, revives one of them with 2% per level of their HP. If either is hurt, heals both for 5% per level of their HP. If neither is hurt, grants [Protect] and [Shell] to Level allies.

Level 3: (750 MP * Level)
Summon Attack: Trine
1) (Mindy) Mindy quickly circle strafes the unfortunate enemy, firing a thick laser of wind energy as she goes that deals 15,000 Wind damage per level. If Cindy participates as well, this attack causes [Addled].
2) (Sandy) Sandy snaps a long blade out of one arm and swiftly dashes around the enemy, slicing them to ribbons with the blazing edge and dealing 15,000 Fire damage per level. If Mindy participates as well, this attack causes a count of [Incinerate]
3) (Cindy) Cindy rolls into a ball and frantically careens around the enemy, kicking up a curtain of razor sharp ice shards that pelt the foe relentlessly for 15,000 Ice damage per level. If Sandy participates as well, this attack causes [Saturated]

Level 4: (1000 MP * Level)
Summon Attack: Sister Signature
1) Passado - Mindy revs up a magic machine gun built into her costume, turning it on a single enemy to bombard them with barbed bolts of mana. Deals 1d10+10 counts of 40,000 Wind damage per level each.
2) Razzia - Snapping a wicked blade out of each arm, Sandy charges the foe in a graceful dance of burning slashes, dealing 1d2 counts of 50,000 Fire damage per level each.
3) Camisad - Cindy fires herself high into the sky, landing on the enemy with the crushing weight of her... Personality. Deals 80,000 Water damage per level.

Level 5: ( All MP, Minimum of 4000. All three sisters must be at full HP)
Summon Attack: Delta Attack
The Sisters combine their forces and preform the ultimate attack of unity and teamwork, synching their magical flows to a single wavelength and unleashing hell on the enemy trapped in a triangle of swirling magical forces; Magic can pass into this triangle, but not out of it. Mindy deals 400,000 Wind damage with a 33% chance of [Stun], Sandy deals 400,000 Fire damage and a 33% chance of Burn, and Cindy deals 400,000 Earth damage with a 33% chance of Clod.
Roll 1d3 for each sister. If two roll the same number, each has their damage and status chance doubled. If all three roll the same number, damage and status chances are doubled, and the pyramid remains after the Sisters leave. Magic cast by anyone in the pyramid is thrown back into their face at double effect, and those inside must dodge magic spells from outside of it twice to truly escape damage. The pyramid has no physical form, so they can usually just walk out.

Bahamut
Description: The mighty god of dragons, and lord of all monsters if some are to be believed, Bahamut's power goes well beyond this first incarnation, yet even this, his 'weakest' form is well beyond the ken of most mortals and feared by the mightiest of monsters. For all his great power, Bahamut is a quiet sort feeling no great need to rule, as easily as he could, and for the most part secludes himself far from the world below lest his power fall into the wrong hands. Though surprisingly nonviolent, few would be foolish enough to draw steel against Bahamut without it being absolutely necessary, and even fewer would provoke the beast with true malice.
Bahamut is a massive dragon, his exact form changing with his whim and how he is perceived by those that seek him. In all cases however he is a Western style dragon of great size and obvious might, with mighty batlike wings, eyes that shine with power, and claws and fangs like the finest of swords.
Guardian Force HP: 37,000 * Level
Out of Combat Effects: The very sight of Bahamut is enough to subjugate all but the greatest of wyrms, and he grants a +20 per level to both Intimidate and Diplomacy checks against dragonkind.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Flare x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Dispelga x1 per mission x2 per mission x3 per mission x4 per mission
Full-Life x1 per mission

Level 1: (400 MP * Level)
Summon Attack: Megaflare
The power of all dragonkind unleashed in a single breath...
20,000 non-elemental damage per level, with an additional 20,000 per round spent charging, up to <Level> rounds. This damage is unmitigated by most means.

Level 2: (700 MP * Level)
Summon Attack: Roar of the Dragon King
Bahamut gives a mighty rallying cry, the sheer power of his voice striking fear into enemies and power into those he isn't helping to murder at the moment.
Has a 15% chance per level of [Terror] per level to all enemies. For every enemy affected this way, one Limit Bar can be filled, or one Evoke can be granted to an ally.

Level 3: (900 MP * Level)
Summon Attack: Hunting Claw
Bahamut dives with unnerving agility for his great size, preforming a shuttle loop inches from the ground and lashing all enemies with a vicious upward strike of his giant claws.
Deals 30,000 physical, unblockable damage per level, along with [Disarm] and a [Bleed] that cannot be healed by conventional means. If the target is already under any [Off Guard] status, they will be launched skyward, open to an Acute [Wall Rush] by the next physical attack they take in the same round.

Level 4: (1350 MP * Level)
Summon Attack: Impulse
Channeling the power of Megaflare into the hands, Bahamut forms several concentrated balls of dragon energy, hurling them at spiraling trajectories into the enemy ranks.
Deals 175,000 non-elemental damage per level to all enemies, destroying any defensive buffs. For every such buff destroyed, an addition 25,000 damage per level is done.

Level 5: ( All MP, Minimum of 5000)
Summon Attack: True Megaflare
Bahamut gathers his full power, letting loose a torrent of energy so dangerous he is loath to use it.
Requires a full round of charging, and deals 2,000,000 non-elemental damage with 3 separate 50% chances of [Sublimate]. This damage cannot be mitigated by anything short of divine intervention, and Bahamut cannot be summoned again for the rest of the mission. Dragons anywhere near the site of this attack will feel a chill and a strong urge to be somewhere else.
__________________________________________________________________

Physical Summons

Moomba
Description: Moomba are members of the Shumi Tribe, a caste of demihumans that live in the frozen wastes of Gaia in an isolated village. Shumi exhibit a unique biological caste system, of which the Moomba occupy a strange place of both unparalleled honor and mundane functionality. They are naturally submissive and dedicated laborers, and as such are often used as slave labor by humans, which they don't seem to mind. This moomba has ascended to an even greater plateau, taking the form of a Guardian Force... Moomba resemble bipedal leonines roughly a meter tall with dramatically red manes with matching tailtips, orange fur, and white bellies. Their green or yellow eyes sparkle with innocence, and their paws are disproportionately large.
Moomba are stronger than they look, and while it takes an extraordinary amount of abuse to make one consider fighting back, it will protect and assist to the death anyone who has shown it kindness in the past, remembering them and even identifying their descendents by the smell or taste of their blood.
Guardian Force HP: 5000 * Level
Out of Combat Effects: Each Moomba can be taught a single word, which they will call out at random in an adorable fashion.
In addition, they can be called out to sniff and memorize a person's scent. Each can 'remember' 2*Level people at a time and recognize them or their family without fault. This works on any species with blood and is nigh impossible to trick.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Cure x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Brave x1 per mission x2 per mission x3 per mission x4 per mission

Level 1: (100 MP * Level)
Summon Attack: Moomba Moomba!
The summoned Moomba crashes into a single enemy at full speed, scratching, clawing, kicking, and biting in a frantically feral combo assault. Deals 7000 unsoakable, physical damage per level to a single target, but will always leave a target at 1 HP if they would be KOd normally.

Level 2: (200 MP * Level)
Summon Attack: Deathwatch
Moomba tumbles to the ground behind the caster and scrambles to safety, keeping a weather eye on the battle for Level rounds. During that time, if any ally is KO'd, the moomba will scurry out and drag them to relative safety.
At Level 3 or higher, the moomba will also drag Paralyzed, Petrified, or otherwise helpless allies off.
At level 5, Moomba can be given up to 5 items upon summoning, which it will use automatically when the time is right. Don't give it anything too complicated, and god help you if you give that poor creature a grenade or something.

Level 3: (300 MP * Level)
Summon Attack: Moomba Moomba Beat Down
The summoned Moomba lands before the party and calls out for its fellows, resulting in a mass beating of monumental proportions as the tiny orange hoard kicks, smacks, and jumps up and down on the entire enemy party. Deals 7000 unsoakable, physical damage per level to all enemies, but will always leave a target at 1 HP if they would be KOd normally.

Level 4: (450 MP * Level)
Summon Attack: Friendship!
Moomba rushes a single foe at full speed, tackling them to the ground and sniffing them for signs of fatigue and injury. If the enemy is weak enough, they will gleefully continue beating the crap out of them. If the target has less than 60,000 HP per level and is below max health, this attack reduces them to 1 HP. If they have more than that or are at full health, it deals 20,000 damage per level.

Level 5: ( All MP, Minimum of 1000)
Summon Attack: Maximum Friendship!
Moomba marches up to the front ranks and salutes sharply, before crying out an incredibly loud roar that flattens any enemies too weak to ignore it. A veritable stampede of the creatures then tramples the downed enemy. Any target with less than 1 million HP is reduced to 1, any with more than that take 200,000 damage. All enemies are Knocked Down.

Tonberry
Description: Patently bizarre creatures that inhabit the darkest corners of a startling number of worlds, Tonberry are small lizard like beings, rarely taller than three feet, generally dressed in threadbare burlap robes, though some have been known to wear much nicer ones. They have almost spherical yellow eyes without pupils on otherwise featureless faces, and are rarely seen without their signature armaments, a simple chef's knife and a lantern with an ominous glow.
Tonberry culture is a mystery to most, as they are sentient but rarely talkative. They follow an inborn imperative to punish 'the wicked', bring the pain and anger of the dead on those that kill for any reason. Tonberry are spiritual creatures, and powerful specimens have been shown able to transubstantiation into spirit form to become Guardian Forces.
Guardian Force HP: 8000 * Level
Out of Combat Effects: Tonberries are surprising gifted at appraisal due to their psuedomonastic lifestyle and frequent spelunking. Having one inspect goods you intend to buy will mark the price down by 1% per level.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Death Sentence x1 per mission x1 per mission x1 per mission x2 per mission x2 per mission
Death x1 per mission x2 per mission

Level 1: (200 MP * Level)
Summon Attack: Doink
Tonberry climbs out of a hole in the ground and walks slowly towards a single intended target, who must use its actions for the round running the hell away, or take 25,000 unsoakable damage with the eventual DOINKing they receive. On a critical attack, the Tonberry will trip and throw his knife on accident, rendering attempts to flee futile.

Level 2: (300 MP * Level)
Summon Attack: vital Mark
Tonberry walks up behind the enemy, catching them by surprise for a lethal, vicious stabbing... With a paintbrush, dipped in their lantern. The glowing mark left behind illuminates the target's vital spots for one round, increasing physical crit chance by 2% per level.

Level 3: (500 MP * Level)
Summon Attack: Voodoo
The Tonberry crawls out of a hole in the ground and throws his lantern over the heads of the enemies, creating an unholy blaze behind them that casts flickering shadows. Waiting patiently for the right moment, the tonberry jams his knife through each shadow in turn, dealing 13,000 Shadow damage per level, with a 10% chance per level of immobilizing the enemy. This deals double damage against summoned creatures.

Level 4: (750 MP * Level)
Summon Attack: Deep Seated Grudge
Tonberry climbs out of a hole in the ground and sits quietly on the battlefield for at least one round, looking over the enemy with its lantern and slowly revealing their sins one by one. After a time specified on summoning, it unleashes the gathered energy in a wave of murky fog that only seems to invigorate the Tonberry himself, recovering 1/5 of its lost HP per level and dealing 10 times that amount in damage to all enemies.

Level 5: ( All MP, Minimum of 2000)
Summon Attack: Megadoink
A single target and number are chosen. The Tonberry appears and approaches the target slowly for the number of rounds specified on casting, before pulling out a dagger proportionate to the amount of time spent walking and stabbing the hell out of the target. Deals 750,000 unsoakable, physical damage to a single target, with an extra 250,000 per round spent walking (maximum is 5). If this attack deals half the target's remaining HP or more, there is a 50% chance it will kill them outright.

Ragnarok
Description: A lord of blades that was once a beast of insurmountable evil power, slaying even gods until a curse of penitence levied by one of its many victims brought the first pangs of regret. Ragnarok transformed himself into a mighty sword that it might still know battle, but not feel responsibility for its action. Ragnarok is used by heroes and villains alike, though it has gained some small preference for heroic endeavors, and legends of its appearances have spread to many worlds, causing the proudest of blacksmiths to name their finest endeavors after the original. Ragnarok is taciturn and single-minded, caring only for battle for the most part.
Guardian Force HP: 13000 * Level
Out of Combat Effects: Ragnarok is extremely knowledgeable about artifact weapons, and can even call out to them in some small measure. Convincing him to care enough to however... Ragnarok is considered to have 6*Level skill in Knowledge: Weapon Lore.
At level 3 Ragnarok begins to resonate with other artifacts, and can be used as a crude radar to locate them.
At level 5 Ragnarok can actively communicate with any nearby weapon to learn its story and traits.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Brave x2 per mission x3 per mission x4 per mission x5 per mission x6 per mission
Ultima x1 per mission

Level 1: (250 MP * Level)
Summon Attack: Metamorphose
Ragnarok stabs into the ground and the eye in its hilt snaps open, glowing with purple flame and casting a judgmental gaze on the enemy before them. His pronouncement of dark salvation, that it is better to be a tool of good than a minion of evil, explodes outward in rings of metamorphic energy, dealing 12,000 non-elemental damage per level. An enemy slain by this attack is transformed into an item, as if the attacker had crit succeeded a Steal attempt... Usually.

Level 2: (400 MP * Level)
Summon Attack: Mortal Incarnation
Ragnarok spins down from the heavens and lands blade-first in the ground at the feet of the summoner, slowly shrinking to a proper size to be wielded. Ragnarok has stats equal to a Greatsword Level-1 tiers higher than the currently equipped weapon, but acts like the same weapon in all other respects, and can't be used as a GF for the rest of the battle even if dismissed.
If summoned at level 5, the wielder can spend half their max HP and 20% of their max MP to grant themselves 1 count of Evoke.

Level 3: (600 MP * Level)
Summon Attack: Twilight Edge
The massive form of Ragnarok divebombs the field, spinning like a buzzsaw and lashing through the enemy party in a flash. Deals 15,000 cutting damage per level and causes Moderate Bleeding, with a 10% chance per level of removing 1 good status from those struck.

Level 4: (775 MP * Level)
Summon Attack: Ultima Flare Cross
Ragnarok's handle appears in a flash of green, rising as if drawn by a phantasmal hand and gathering magical power. It slashes viciously down, then across, forming a gash of green energy, then stabs itself into the center to cause the cross to erupt in flames. Deals 60,000 Non-elemental and 30,000 Fire damage per level.

Level 5: ( All MP, Minimum of 3000)
Summon Attack: Nagrarock Duet
Ragnarok calls upon a mysterious esper like himself, a living blade of pitch black, roughly chiseled stone, and the summoner uses them to preform a vicious combination attack far exceeding their usual martial prowess. Deals 1,000,000 damage, with a 50% chance each of Toad, Disarm, and Silence.

Yojimbo
Description: A samurai spirit of incredible skill and equal avarice, Yojimbo's loyalty goes to the highest bidder. He is an honorable warrior in all other regards, however, and will not usually turn his blade on a former contract. With Yojimbo, you get what you pay for, for better or for worse.
Yojimbo is an extremely tall, broadly built humanoid wearing a very ornate traveling kimono with broad stone spaulders and a breastplate, washikazi at his hip and Daigoro the dragon-dog forever at his heels. A demonic noh mask with red eyes peers out from beneath a wide, flat basket hat of straw.
Guardian Force HP: 16000 * Level
Out of Combat Effects: Yojimbo will train swordsmen for twice the price an NPC would charge, but is considered to have level 50 in all Sword skills, as well as Throwing Weapon.

When summoned, Yojimbo must be paid an amount and a die roll is made to determine which attack he uses with a 2dX. If the summoner doesn't have enough MP, the credit cost is doubled and the attack proceeds. If the summoner doesn't have enough MP or Credits, the attack fails and the summoner is left at 0 MP while Yojimbo wanders off, shaking his head.
X depends on how much money Yojimbo is given. Numbers below may be affected by inflation or Yojimbo's attitude toward the summoner.
10,000 = 1
50,000 = 2
100,000 = 3
500,000 = 4, minimum of 2
1,000,000 = 5, minimum of 3
2,000,000 = 5, +1 to each result (Max of five)
3,000,000 = 5, +2 to each result (Max of five)

The first number rolled is the level the skill is used at, and the second is the skill used. Zanmato requires both rolls to be five or higher, or Yojimbo will use Wakizashi instead.
You couldn't afford them...
Level 1: (300 MP * Level)
Summon Attack: Daigoro
Daigoro greets the summoner as Yojimbo steps out from behind a sakura tree to accept his pay. Shaking his head at the pitiful sum, Yojimbo idly gestures for his dog to strike the enemy.15,000, one status


Level 2: (500 MP * Level)
Summon Attack: Defender
The world goes dark, and a full moon lights the battlefield to reveal Yojimbo and Daigoro standing guard over the summoner. They block [Level] attacks that don't beat the initial summoning roll and countering with a Level 1 Daigoro attack.


Level 3: (650 MP * Level)
Summon Attack: Kozuka
Yojimbo slowly draws a fistful of kunai-like throwing daggers from a hidden sheath, throwing them skillfully at the enemy. Deals 25,000 unsoakable, physical damage per level to each enemy and Acute Poisoning them. A 5% chance per level of Acute Blind and Acute Slow also occurs.


Level 4: (800 MP * Level)
Summon Attack: Wakizashi
Yojimbo idly approaches the enemy, paid well enough to put some sort of effort into his attack. A simple iai flick of his wakizashi lashes across all enemies for 600,000 unsoakable, physical damage per level.


Level 5: ( All MP, Minimum of 3000)
Summon Attack: Zanmato
Yojimbo nods his pleasure at the hefty sum worthy of his might, and calls his true weapon through a portal in the ground; a superlative katana known as Zanmato, 'the blade that cleaves evil'. Tossing the sheath away, he rushes a single opponent for a spinning strike of monstrous strength, liberating the upper bodies of all but the hardiest opponent from their lower bodies. Non-bosses are killed instantly, and bosses take 1.7 million physical, unsoakable damage, with a 25% chance of having their remaining HP afterward halved if they aren't explicitly immune to death effects.

Odin
Description: The Allfather Odin, god among gods. Odin is an ancient warrior of untold prowess and strength, said to be capable of striking down any foe in a single attack. Because of this the greatest joy he can usually find in combat is in waiting to see how well his opponent can do before being smitten.
Odin has been known to take different forms, but there are certain traits he generally retains. He is always tall and very broadly built, nearly as wide as he is tall, clad in full plate armor and a huge red cape. He wears an ornate battle helmet bedecked with a pair of antlers, and is missing an eye. He is usually seen riding upon Sleipnir, a dragon-horse with eight legs.
Guardian Force HP: 23,000 * Level
Out of Combat Effects: Odin can allow his summoner to ride upon Sleipner, who is considered to Level 5*Level+10 Run and Jump skills.
At level 5, Sleipnir can carry a rider through dimensional borders, as he carries Odin from Asgard.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Meteor Shower x1 per mission x2 per mission x3 per mission
Level 1: (350 MP * Level)
Summon Attack: Gungir
Odin lunges onto the battlefield on Sleipnir, turning to broadside and looking over the enemy. Drawing a massive spear from his back, he rears his mount up and throws the weapon skyward, splitting the clouds and tearing the roof off any building to let the sun shine in. Gungir crashes down into a single unfortunate enemy, dealing 30,000 physical, unsoakable damage per level, with a 10% chance per level of pinning that enemy in place. The resulting shock-wave deals 10,000 per level, with 5% knockdown per level, to every other enemy.

Level 2: (600 MP * Level)
Summon Attack: Eye of Gungir
Odin lands gracefully among the party and rides among them, touching his spear to each of their weapons in turn and imbuing them with Gungir's infallible aim. The next [Level] attack(s) of each ally cannot miss (A failed roll merely halves damage).

Level 3: (750 MP * Level)
Summon Attack: Hugin and Munin
The allfather lands silently nearby, showing discretion for once as he slowly, simply points at the enemy group. Ravens on his shoulders take wing and rush the enemy, growing to enormous size just before reaching them and circling the group in a hellish rave of feathers, talons, and beaks. Deals 30,000 damage per level to all allies, with a 5% chance per level of Chronic Amnesia. This also serves as a potent Scan of all enemies, birds reporting back the information they glean mid-attack.

Level 4: (1000 MP * Level)
Summon Attack: Fated End
Odin rides into the fray, only to have Sleipnir leap almost straight up and out of sight. Sans horse, Odin comes back down soon after with a vengeance, slashing and stabbing rapidly at every enemy in sight with Gungir in a vicious but perfect martial combo. As he spins to a stop and sheaths the lance, Sleipnir crashes down atop the stunned enemies, and Odin climbs aboard to ride back off without a word. Deals 1d3 hits of 75,000 damage each to all enemies.

Level 5: ( All MP, Minimum of 4000)
Summon Attack: Zantetsuken
Odin appears atop a far off mountain, slowly reaching to draw a massive viking-style blade from his back, a sword of such terrifying might it's not even sporting to use it. He rears up and leaps into the fray, lashing out a single broad strike. No more are really needed. Nonbosses are killed outright, while bosses suffer 2 million physical, unsoakable damage and a 35% chance of having remaining HP halved afterward.

Gilgamesh
Description: A transdimensional treasure hunter, Gilgamesh is a master thief, an exceptional swordsman, and a greedy clown in equal measure. He'll go to any lengths to expand on his already prodigious collection of weapons, and will build lifelong grudges against any who deprive him of one.
Gilgamesh is a tall and broadly built warrior with four arms, clad in heavy Eastern style armor and never seen without at least five weapons strapped to his back. Few have seen his true face. Gilgamesh is also often accompanied by a pet demon named Enkidu.
Guardian Force HP: 30,000 * Level
Out of Combat Effects: Gilgamesh is a master treasure hunter with a sixth sense for rare and unique weapons in particular. He can be called upon to 'ping' for treasure, relating the general direction to his summoner; What he will detect depends on his level.
1: Only his favorite, unique weapons.
2: Unique armor and weapons
3: Unique weapons, armor, and accessories
4: Rare weapons, armor, and accessories
5: Any treasure worth noting

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Bravega x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Quick x1 per mission x2 per mission x3 per mission
Level 1: (400 MP * Level)
Summon Attack: Knick Knacks
Roll 1d5

1) Ultima Mitesaber - Gilgamesh draws a round, plastic lightsaber hilt and snaps out an equally round, plastic "blade" with an electronic hum. With real clashing sound effects, he beats enemies about the head, dealing 1d10 hits of 1 damage each.
2) Shaft's Scythe - Gilgamesh retrieves the unholy scythe of high priest Shaft from his back, twirling it expertly around before lashing it across the enemy in a wide cut that leaves a pitch black mark briefly on reality itself. Deals 25000 Dark damage per level, with a 10% chance per level of Darkness status.
3) Leonardo's Bone Rapier - Gilgamesh pulls a familiar rapier made of bone from a sheath at his side, holding it starkly upward before attacking the enemy in a flourishing combo, randomly distributing 1d15 hits of 3000 unsoakable, physical damage each.
4) Cetran Zanbato - Gilgamesh slowly draws a massive, golden-handled greatsword from his back, twirling it swiftly once overhead before bringing it crashing down on the enemy formation, dealing 35,000 unsoakable, physical damage to all enemies.
5) Ultima Lightsaber - Gilgamesh brings forth a very -real- lightsaber and ignites it with an ominously loud crackle, revealing a massive blade of Ultima energy flowing in a swift, tight vortex. This unusual weapon he flourishes in a dramatic, leaping combo assault on all enemies, dealing 1d10 hits of 4000 damage each to all targets.

Level 2: (700 MP * Level)
Summon Attack: Genji Surplus

1) Genji Socks - Equips the party with Genji Socks, which are really damn comfy, waterproof, stain resistant, and allow the wearer to Dual Feet. That is, they are granted the ability to use two feet at once.
2) Genji Armor - Equips the party with Genji Armor from his personal store for Level rounds. Prevents flinching or interruption of actions, and grants Regen3.
3) Genji Helm - Equips the party with Genji Helms from his personal store. Allows the party to see how much HP the enemy has left, as well as detect any items they're carrying.
4) Genji Shield - Equips the summoner with a Genji Shield for Level rounds. The Summoner gains Wall status, immunity to all negative status, and absorbs all elemental damage.
5) Genji Gloves - Equips Level allies with Genji Gloves for Level rounds, granting +30 to their hit rolls when dual wielding.


Level 3: (900 MP * Level)
Summon Attack: Rogue's Gallery A
Roll 1d5

1) Soul Paws - Gilgamesh slips two of his hands into a pair of large, fluffy toys that resemble Astarath's paws, and uses them to administer the most unpleasant pillow fight of the enemy's life. Deals 1d10 hits of 100 damage each.
2) Zarathustra's Options - Gilgamesh flicks all four hands up, using each to guide an orb that flies off his back as if conducting an orchestra. Two of them assault the enemy, dealing 10,000 damage per level each of Physical and random elemental damage, and applying a matching status effect at Level severity (Fire: Melt, Water: Soak, Wind: Knockback, Earth: Clod, Light/Dark: Blind). Meanwhile the other two heal all allies for 5% per level, and Reflect one hostile spell per level.
3) Lionheart - Gilgamesh draws a beautiful gunblade of blue crystal with a particle gun at the base, stomps the ground the send all enemies skyward, and leaps up after them for a swift martial combo. Deals 30,000 physical, unsoakable damage per level; If the attack roll was 75% of the max possible or higher, instead deals 40,000 per level and inflicts Acute Pain and Knockdown.
4) Philosopher's Buster - Gilgamesh slips each hand into a customized replica Megabuster from a different era, each drawing power from a Philosopher's Stone. For every round of charge after being called, deals 10,000 Unsoakable, Non-elemental damage per level, with a max charge of 6. If struck, he will counter by firing immediately. The 4th, 5th, and 6th levels of charge cause Doom, Atomize, and Heat respectively.
5) Soul Claws - Gilgamesh slips his hands into four beautiful gauntlets, each tipped with the orange and black claws of Astarath. Gripping a single enemy with two, he hefts them from the ground to viciously pound and slash at them with the other two, dealing 1d4+1 hits of 10,000 unsoakable Acid damage per level, each dealing a count of Sublimate. A foe killed with this attack is revived at 1 HP to serve the party.


Level 4: (1350 MP * Level)
Summon Attack: Rogue's Gallery B
Roll 1d5

1) Masaspoons - Gilgamesh, with an utterly serious face, slowly opens a tiny silverware case containing four oversized tablespoons, one made of star sapphire, one of ruby, one of adamantium, and the last of dragon bone. Pouncing a single enemy with all four in hand, he frantically beats them about the head with the four ... Weapons, dealing 1d12 hits of 100 damage each.
2) Hyper Beamsaber - Gilgamesh slips two hands into a pair of unique weapons, Hyper Beams modified into solid state laser swords. Powering them up, he lashes out a crosscut, followed by a front flipping downward strike, both of which carve deep ruts into the scenery. Deals 175,000 physical, unsoakable damage per level to all targets.
3) E.S. Z.E.U.S - With a whistle, Gilgamesh calls one of his... LARGER treasures, driven by Enkidu. The double layers mech pounds the ground brutally to knock all foes down, and while they're helpless, kneels down to launch a dimensional nuke into the middle of them at point blank. Deals 100,000 unsoakable damage per level to all targets with a 50% Knockdown chance. Any who are knocked down are caught in the follow up blast for another 100,000 per level.
4) Emperor's Staff - Gilgamesh draws from his back a lofty gilded staff, one end sporting a cruel blade and the other bedecked with large golden wings and tipped with a superlative ruby. Holding it high, he points it at the enemy, summoning a massive hoard of angelic creatures to bombard the foe with blasts of purest light. Deals 1d50+50 hits of 2500 Holy damage each.
5) Final Masamune - A relatively simple katana sheath is pulled from Gilgamesh's back, and he grips it tightly in all four hands, pulling with all his might. With a final rip he frees the weapon, revealing in each hand a crystal blue knight sword, a ragged blood-red zanbato, an immaculate silver nodachi, and a swallow made seemingly from bone and seashells. Three more attack rolls are made, and each success (counting the first) deals 75,000 unsoakable damage per level, the first hit physical, the second Water, the third Dark, and the final Holy, to all enemies. Failures instead deal 30,000.

Level 5: ( All MP, Minimum of 5000)
Summon Attack: Prize Possessions WTF, 4 50-75% statuses, average of 2 million damage
Roll 1d12

1) Screwdrivers - Gilgamesh reaches back and draws out a screwiver in all four hands... Then slowly looks at each in turn, slumps miserably, and waddles off the field in humiliation. Gilgamesh cannot be summoned again for a week.

2,3) Excalipur - Drawing a menacing broadsword from a stone, Gilgamesh skips joyfully side to side at the revelation that he is the true king. A single strike with the weapon, however, reveals it to be a forgery, the weapon shattering and dealing 1 damage to each enemy.
4,5) The Staves of Destruction, Creation, Chaos, and Order - Raising a Staff in each hand, Gilgamesh grins darkly and begins throwing massive bolts of energy at the foe dealing 500,000 Holy and Dark damage each before ever so gently touching all four together to create a massive explosion of mingled energy that deals 500,000 more. All enemies are afflicted with Vit 0 and Doom.
6,7) Tarrasque - Rearing two hands back through a portal, Gilgamesh crashes a monstrous punch forward with the head of the Tarrasque mounted upon them, knocking the foe into a pile before him before the mount opens wide to blast them in atomic breath. Deals 2 million damage to all foes and creates a zone of Neutron radiation in the cone the breath struck.
8,9) Excalibur - Gilgamesh kneels grandly before the legendary sword in the stone, attempting to draw it... and again... and again. With a sweatdrop and a final growl of annoyance, he simply lifts the sword stone and all and uses it to smash the enemy, dealing 2 million damage to all foes and inflicting Boulder status on one.
10,11) Excalibur 2 - Gilgamesh hurries to open a chest while a timer over it counts up to 12 hours. Arriving at 11:59, he hastily yanks the weapon free and skips side to side in joy, before deciding to test his new weapon on the enemy, a single massive slash of the ornate greatsword dealing 2.5 million Holy damage to all foe.

12) Laser Screwdrivers - Gilgamesh reaches back and draws out a Laser Screwdriver in all four hands with a wicked look of glee on his face. He leaps into the fray swinging and stabbing to his hearts delight, instantly killing... Everything. Deals 3 million damage to anything that -somehow- survives this onslaught, and HP is halved afterward.

(Editor's Note: If Gilgamesh uses a weapon that is currently 'spoken for', that is, owned by someone else at the time, it is assumed he got another one from another dimension or a future time line)
__________________________________________________________________

Ivalician Espers

Mateus, the Corrupt
Description: Mateus is a great armored being of multiple arms and long fin-like appendages that surround its dark-plated body. Almost completely shrouding its front and covering whatever face it may have is the stretched blue body of an ice queen, with her hands bound high over her head and her legs similar. Mateus carries a great, multi-tipped polearm as a weapon.
Sage Knowledge speaks of the great Emperor of the Underworld, whose rule was fair and just until darkness clouded his heart and led him to a path of corruption. "In the course of his rule, he submitted to avarice, and the darkness took his heart, transforming him until he was both evil and corrupt. Then in his cowardice did he bind a Goddess of the Demesne of Ice, and using her as a living shield, he challenged the gods. Defeated before their might, he fell screaming into the depths of hell, there to be imprisoned for eternity."
Guardian Force HP: 10,000 * Level
Out of Combat Effects: Mateus has the ability to share his greed and avarice with another target. When engaging in Speechcraft or other types of interpersonal negotiation, Mateus can influence the negotiating party to be more willing to compromise along selfish measures. At higher levels, this will influence even the most pious and altruistic to give into the dark in every man's heart.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Blizzara x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Drain x1 per mission x2 per mission x3 per mission
Ice Lance x1 per mission

Level 1: 250 MP
Summon Attack: Flash-Freeze
Mateus appears in front of the party and swings its trident, forming several shockwaves of instant-freezing magical energy that encases an Area. The last shockwave shatters the first frozen torrents, dealing 30,000 Water magical damage to an entire area, along with Moderate "Freeze" status.

Level 2: 800 MP
Summon Attack: Blood Magic
A vast, elaborate, sapphire-colored brand of rune-like energy stamps itself onto the ground around the caster, shifting rapidly to crimson before it pulses against the ground and crackles with lances of spiritual energy. From within the ground, Mateus stretches a hand upward to grasp onto a single target, imbuing it with some of its fell energy. For the next five rounds, that target restores its own HP equivalent to the physical and magical damage it deals to another creature, not affected by soak.

Level 3: 1800 MP
Summon Attack: Dreary Cell
Mateus appears next to the summoner and extends its trident forward, forming multiple spheres of azure-and-black dark energy around the enemy party. These behave like mine-traps around the environment, detonating whenever someone gets too close. For the next five rounds, any offensive action the opposing party makes must out-roll the caster's summoning check result to call Mateus or suffer 15,000 Water magical damage.

Level 4: 3100 MP
Summon Attack: Starfall
Mateus' brand appears in the sky above the enemy party, flaring sapphire energy before a vast, burning comet-like object plummets through it, shattering the brand and crashing into the ground among the enemy party, but rather than throwing up fire and brimstone, the comet's tail spreads ice, frost, and cold in its wake, flash-freezing the area before the shockwaves break the ice. Deals 100,000 Water magical damage to an entire Area.

Level 5: All MP (min. 2500 required to summon)
Summon Attack: Frostwave
Mateus' two-dimensional brand appears in the air in front of the caster, pulsing rapidly with sapphire energy. When it shatters, it releases the creature to fall into the ground in front of it, creating a wide pool of water. From within, it charges its elaborate, enormous trident with energy, then hurls it toward the enemy party, creating a whirling cyclone in its wake that follows the weapon as it breaks through the water and passes between the target party. The water flash-freezes as it leaves the lake, frosting over the entire area before it shatters. Deals 500,000 Water magic damage to an Area.

Adrammalech, the Wroth
Description: An enormous and fearsome beast, Adrammalech has the properties of man, dragon, and goat, with a a humanoid shaped body, cloven hooves and bent-back knees, a dragon's maw, and two large straight horns jutting out of its head. Covered in thick hide and bristling fur and sinew, this beast of physical prowess froths with rage and a will to command... or destroy.
Adrammalech, once favored amongst the Scions of Darkness, is spoken of in Sage Knowledge as "Emperor among the scions, able to reduce to nothing aught he strikes with a single vengeful blow of his fist. Though he was made by the gods to quell the fiends that raged in the Otherworld, his immense strength and fearsome visage drew the fiends to his side, and turned him against his creators. Adrammelech rose to prominence in the Otherworld, whence he led a fiendish horde against the gods, but in the end, he was defeated."
Guardian Force HP: 10,000 * Level
Out of Combat Effects: Adrammelech, as emperor of fiends, wills control over these beasts by sheer force of presence. When faced with wild or untamed beasts, Adrammelech grants his owner a +(20 * Level) bonus to Monster Training skills at a cost of (200 * Level) MP. These creatures will be more easily subdued, and are more likely (per level) to side with or obey the summoner.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Thundara x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Wall x1 per mission x2 per mission x3 per mission
Electro Bolt x1 per mission

Level 1: 250 MP
Summon Attack: Flash Arc
Adrammelech appears in front of the caster and his/her party in a swirling mass of yellow and black energy. Clapping its massive hands together, the creature spreads out wide arcs of electricity between its palms before swooping forward to deliver punishing blows to the enemy party. Deals 30,000 physical Wind damage to the entire enemy party.

Level 2: 800 MP
Summon Attack: Ghost of Fury
Adrammelech's two-dimensional brand appears over the party in the air, crackling with yellow electricity. It connects to the ground among the party, exchanging lightning strikes between the ground and the brand and striking up to (Compatibility Level) targets. For the next 5 rounds, those targets suffer Mild "Berserk" status and deal only critical hits if their attacks are successful.

Level 3: 1800 MP
Summon Attack: Summon Corpses
Adrammelech's brand appears on the ground in front of the summoning character, vast and crackling with yellow electricity. It thumps into the ground several times with charged pulses, before a series of skeletal hands break through the ground. A host of Shambling Corpses crawls from within the branded ground, what remains of their ancient remains brimming with electricity. For the next five rounds, the summoning character has control over a single unit of "Shambling Corpses," which act on the character's turn. The unit has HP equal to Adrammelech's "Guardian Force HP," attacks with the character's summoning roll, and cannot defend or brace against attacks. Its only action is "Attack," which causes the Shambling Corpses to descend on up to (Compatibility Level) targets at a time, dealing 15,000 physical non-elemental damage.

Level 4: 3000 MP
Summon Attack: Perfect Defense
Adrammelech forms a thin but impregnable paling around up to 5 targets, granting Terminal "Defense" status for 1 round.

Level 5: All MP (min. 2500 required to summon)
Summon Attack: Thundaja
Adrammelech's sealing crystal appears in front of the party, nearly a story tall and brimming with yellow electricity. By the time the power inside grows enough to shatter the crystal entrapment, it blasts around it in a spherical wave, expanding outward to fill an entire area with crackling, surging yellow electricity. After the initial blast, Adrammelech focuses all of its fury into a wide, column-like surge of lightning that pours down into the devastated ground around the enemy party, blasting up more debris around them. Deals 500,000 Wind magical damage to the enemy party.

Zalera, the Death Seraph
Description: The Angel of Death, Zalera is a tall, skeleton-like creature with enormous feathered wings of black and grey that fall to the floor wherever it passes. It wears deep, black armor shrouded by a similar onyx cape, royal purple on the inside. In one hand it carries an enormous, long-bladed scythe as tall as itself, while in the other arm it clutches a fair-skinned, raven-haired priestess to its chest. Eons together has bound the two irreversably together.
According to Sage Knowledge, "[h]eretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light. Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding."
Guardian Force HP: 10,000 * Level
Out of Combat Effects:

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Sleepra x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Stop x1 per mission x2 per mission x3 per mission
Death Sentence x1 per mission

Level 1: 250 MP
Summon Attack: Kill
The Death Seraph appears in a column of black and purple energy, only to raise its enormous scythe and carve into a single target, robbing it of its spirit and claiming it for itself.
Inflicts Moderate "Death" status on a single target. This effect, if used on enemies vulnerable to the "Death" status, denies the party the Experience Points, loot, and other benefits the target would provide, or an equivalent penalty at the end of the mission. If used on a target invulnerable to the "Death" status, deals 25% of an enemy's HP, up to a maximum of 50,000 HP, and the penalty still stands.

Level 2: 800 MP
Summon Attack: Fellblade
Zalera's brand appears in front of a single target the summoner selects, from which the delicate, pale hand of the blinded priestess half of the esper's form extends. The woman grasps the target's equipped weapon, emblazening it with violet energy before the woman releases a shrill scream and sinks back into the brand. For the next 5 rounds, this character's weapon benefits from "Deathtouch," giving it a 10% chance of inflicting Moderate "Death" status on a standard "Attack" action. This does not affect custom abilities or feats, and is only checked once on combo attacks. Any target killed by the Deathtouch doesn't yield experience points, loot, or other benefits that would follow its demise.

Level 3: 1800 MP
Summon Attack: Nightmare
Zalera's brand appears in the air above the enemy party, pulsing with fell, violet energy. From within, clouds of nebulous, nefarious intent swirl around the party until it fills the area. Creatures within this area may fall into a slumber from which they'll never awaken. Inflicts Moderate "Sleep" status and Mild "Death" status on the target party. Any target killed by the "Death" status doesn't yield experience points, loot, or other benefits that would follow its demise.

Level 4: 3100 MP
Summon Attack:

Level 5: All MP (min. 2500 required to summon)
Summon Attack: Condemnation


Belias, the Gigas
Description: A monstrous half-man, half-beast creature designed by the Occuria to serve as their Scion of Darkness for Fire, Belias joined the rebellion of Ultima, the High Seraph, and was cast down to the world of Ivalice. It was there he redeemed himself in the eyes of Raithwall, the Dynast-King, and pledged to protect him and his until the end of time. Belias's form is mostly covered in a thick, crimson mane of hair, save for two enormous arms, thick legs, and two sets of large ram's horns that jut out of its head.
Guardian Force HP: 15,000 * Level
Out of Combat Effects: Belias is among the strongest and most physical of the Espers, and thus grants powerful boosts to strength when needed. For 500 MP, will grant a vast strength bonus of +50 for utility purposes, but not damage capability.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Fira x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Wall x1 per mission x2 per mission x3 per mission
Magma Burst x1 per mission

Level 1: 300 MP
Summon Attack: Painflare - A powerful Fire-type attack that incinerates enemies with small bombs of chained explosions. Deals 15,000 damage to all enemies on the field.

Level 2: 1000 MP
Summon Attack: Cleansing Flame - Belias uses powerful gouts of spiritual flame to wash away status ailments, functioning as an Esuna spell for almost all status ailments up to Chronic level. GM discretion as to unaffected statuses.

Level 3: 1950 MP
Summon Attack: Firaja - A brilliant inferno of Mist and flame tears through an area, inflicting 40,000 damage and inflicting "Oil" status, which will double Fire damage for 1d5 rounds.

Level 4: 3200 MP
Summon Attack: Hellfire - Belias slags the floor below enemies into molten, only to cause it to burst upwards into a powerful, annihilating explosion. Deals 125,000 damage.

Level 5: All MP (min. 3000 required to summon)
Summon Attack: Dynast Flame - Belias places and ignites a thick fog of Mist that lingers within an area. Deals 500,000 damage per round to any enemy who lingers inside of that area, 100,000 to any who linger within 2 Areas, and 25,000 to any who linger within 3 areas of the cast. This lasts for the caster's Mage Level rounds.

Shemhazai, the Whisperer
Description: Once one of the Occuria's most trusted guardians and enforcers, the powerful and soul-seeing and manipulating Shemhazai is a strange mix of equine and woman, with two long lance-like energy-gun devices mounted to her forearms.
Sage Knowledge tells of how Shemhazai betrayed her creators, saying "... though she once served the gods as a guardian, when Ultima announced her rebellion, Shemhazai went to her, whispering of the gods' hidden weaknesses. She then descended upon the land without leave of the gods, and taught men of destruction and evil. For this was she stricken down and bound.”
Guardian Force HP: 14,000 * Level
Out of Combat Effects: Shemhazai has the terrifying ability to see into the souls of man and coerce them subtly into doing what she suggests or bids. Shemhazai can reduce the Speechcraft DCs of a target by (Level * 10)%, if the user expends (Level * 250) MP to use it. To do so does not require an overt summoning of the creature, for she works in mysterious ways through her user.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Silencera x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Aspera x1 per mission x2 per mission x3 per mission
Flarega x1 per mission

Level 1: (300 * Compatibility Level) MP
Summon Attack: Devour Soul
Shemhazai appears in a burst of pink, violet, and black energy beside the summoning character, then levels both of her arms toward the enemy party. After a brief charge of spiritual energy, she unleashes a powerful barrage of crystalline bolts to shower into the enemy party like an army of archers. This attack deals (Guardian Force HP * Compatibility Level) non-elemental magical damage to the opposing party, plus Acute "Disease" status.

Level 2: 1000 MP
Summon Attack: Chain-Magick
Shemhazai's brand appears above the summoning character's party, pulsing with pink wisps of energy. Beams of spiritual power surround each character, energizing them with Shemhazai's magical might. For five rounds, the party benefits from Chronic "Multicast" status, but the spells cannot be different.

Level 3: 1950 MP
Summon Attack: Syphon
Shemhazai appears in a burst of pink, violet, and black energy. With one arm extended towards the party and the other towards the enemy targets, she fires one prismatic, crystalline bolt into the ground amidst both parties, then acts as a conduit of spiritual energy between the two. Once the exchange is complete, she and the bolts disappear in a flash, as quickly and suddenly as she came.
Effect: Restores an entire party's MP to full and drains an enemy party to 0 MP. On high-level targets with a large pool of MP that cannot be emptied, this attack will still fill the party's MP to full, but will inflict Terminal Silence on the enemy party for 1d3 rounds, preventing an enemy from spending MP in any form for that duration.

Level 4: 3200 MP
Summon Attack:


Level 5: All MP (min. of 3000 required to summon)
Summon Attack: Soul Purge
Shemhazai walks to the top of a cliff under the moonlight. She charges her guns, jumps off the cliff, shooting the enemies in range with pure soul energy. She lands near the enemies, and the soul energy that struck the enemies charges up into multiple explosions.

Cúchulainn, the Impure
Description: A bulbous, green, putrid, disgusting, and vile creature, Cúchulainn is nearly ten feet tall and almost the same around the belly. His right arm is in the shape of a scorpion tail, and around his relatively tiny head and shoulders is a metallic, mechanical brace that locks to the top of its head.
Cúchulainn was originally created by the Occuria to remove all the impurities, corruption, and abominable things in the world by absorbing them into himself, but -- as Sage Knowledge records -- "the world was more filled with impurity and corruption than even the gods dared imagine, and having swallowed it all, the once beautiful Cúchulainn was transformed into a hideous thing, a deity of filth, and so did he turn against his creators. Wherever his feet should fall, there all life withers to dust."
Guardian Force HP: 14,000 * Level
Out of Combat Effects: Always happy and willing to perform its true design, Cúchulainn can be asked to remove impurities, filth, poisons, toxins, venoms, and other ailments from an Area. This will purify food and water, remove status effects (at GM's discretion), remove environmental blights (at GM's discretion), purify soil, and other such effects.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Biora x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Slowra x1 per mission x2 per mission x3 per mission
Disable x1 per mission

Level 1: 300 MP
Summon Attack: Malaise
Cúchulainn appears amidst the party and stabs its scorpion-tailed arm into the ground, pumping impurity and corruption into the area around all enemies. This absorbs 20% of all enemies' HP (up to 50,000 HP apiece) and restores the total amount to the party, divided equally amongst its party members (10 allies = total HP/10 to each).

Level 2: 1000 MP
Summon Attack: Vampiric Touch
Cúchulainn appears amidst the party in a black and green swirl of energy before letting out a deep belly laugh, exhuding a dark, swirling smog-like circle outwards to surround the entire party. What would normally be a noxious gas actually osmoses into the party's bodies, infusing them with a small portion of Cúchulainn's power.
Each member of the party is given "Draintouch" for 5 rounds. Any successful physical or magical attacks returns 25% of the damage dealt (before soak) back to the attacker.

Level 3: 1950 MP
Summon Attack: Plague
Cúchulainn appears amidst the party in a black and green swirl of energy, only to thrust its scorpion-tail arm into the air where a green, purple, white, and black swirling all of energy forms. The summoner and his/her party disappears in a flash of light, only to have the ball of energy Cúchulainn forms explode, spreading a virulent agent throughout the area in what appears to be the detonation of a chemical bomb, complete with shockwave. When the wave passes, the party reappears from the Mist.
Deals 40,000 magical non-elemental damage to an enemy party, as well as infliccts BOTH Moderate and Acute "Poison" status on the party. This will reduce both a target's Current AND Maximum HPs by 10% for a full 5 rounds.

Level 4: 3200 MP
Summon Attack: Wither
Cúchulainn appears in a swirl of black and green energy before the party, then raises its enormous scorpion tail-arm high over its head. It begins to pulse a purple and green ccolor before Cúchulainn lunges forward tos tab it into a single target, funneling the full force of its attack into that single target. However, like any other pestilence, it never stops with just one.
Deals 200,000 magical non-elemental damage to one target. If that target is dropped to 0 HP, the leftover damage is then transferred to a second target of the summoner's choosing in the form of a vicious pestilence. If that target is reduced to 0 HP, the leftover damage is chained to a third target of the Summoner's choosing, and so on until the full damage is spent.

Level 5: All MP (min. of 3000 required to summon)
Summon Attack: Blight
Cúchulainn is transported to a forest. He gives a deep belly laugh, then jumps into the air. He quivers for a moment, then a giant red scorpion tail shoots out of his back and plants itself into the ground, pumping poison into the earth.
This attack creates a single Area that is permanently toxic to any living creature that enters it, barring another kind of supernatural intervention -- however, even Cúchulainn's out-of-combat ability is unable to reverse this damage. Any living creature that enters this single Area is automatically subject to the following effects:
Terminal "Poison" status;
Terminal "Disease" status;
Acute "Off-Guard" status for the first 3 rounds upon initial entry;
and Acute "Weak" status.
To say the least, this effect creates a legendarily "dead" place in a world, as it is the focus of all the toxicity that Cúchulainn had absorbed and developed throughout its existence. It is a place where deceased spirits are unable to leave, creating a legacy that will surely find its way into the historical records.

Hashmal, Bringer of Order
Description: A fierce, humanoid-appearing creature -- albeit nearly three-times the size of a man -- with the face of a lion and thick hide across its body along with a head and mane of thick white hair, Hashmal bears two enormous, outwards arcing bracers along its forearms that are the size of its body, fanning out behind it. Its wrists and ankles are bound in gold shackles with snapped chains.
According to sage Knowledge, "[s]cion set by the gods to wield and manipulate the laws of this world, and with holy power lead mankind to order. Created in opposition to Fandaniel the Protector, scion of light. Desiring to bring order to all things, he joined with Ultima in her battle against the gods. He gave his body to the Thousand-Years War, and when his strength was spent, down into the burning inferno he fell."
Guardian Force HP: 14,000 * Level
Out of Combat Effects: Hashmal's orientation with the forces of Order (opposite Chaos) make it and its Summoner a welcome sight to enforcers of order, such as peace officers, judiciary officials, and similar (regardless of time period or style of "order/justice" involved). Hashmal's Summoner is able to expend (Level * 250) MP to raise his/her Speechcraft rolls by (Level * 20)% when interacting with such. Additionally, this grants (Level) ranks in the "Judicial Ties" Trait to the Summoner.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Quara x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Haste x1 per mission x2 per mission x3 per mission
Wallra x1 per mission

Level 1: 300 MP
Summon Attack: Rock You
Hashmal appears in a swirl of black and deep green energy, only to stomp its feet twice to shatter the earth around it. With a clap of its hands, the creature reaches down to scoop up several boulders to hurl at an enemy party. The Esper repeats the stomp-stomp-clap several times before disappearing.
Deals 1d5 hits of 10,000 magical Earth damage to a party of enemies.

Level 2: 1000 MP
Summon Attack: Super Duty
Hashmal appears in front of the party in a swirl of deep, deep green and black energy, with a loud lion's roar. With a thrust upwards of both of its arms and the massive bracers attached to them, columns of similar energy appear around the Summoner's party. Hashmal begins to disappear as more and more of its spiritual energy is imbued into the party.
This ability inflicts Chronic "Defense" status, raises the effect of a "Brace" command by 25% (damage is reduced by 75% when braced), and grants Chronic "Endure" status. All of these effects only last 1d3+2 rounds, including Endure.

Level 3: 1950 MP
Summon Attack: Mud Diggin'
Hashmal appears in front of the summoner's party in a swirl of deep, deep green and black. It slams both of its bracers into the ground, causing earth and metal alike to turn into a thick, viscous quicksand/molten quality (though it doesn't raise its temperature) within an Area, only to rip its arms upwards and cause a tidal-like wave rippling throughout the Area. This will destroy an environment.
Deals 40,000 magical Earth damage and inflicts Chronic "Clod" status for 5 rounds. Removing this indelible filth requires two actions per level, each stripping the status down by one level. Access to water cuts this down to one action per level, and being hit with a Water attack removes two per hit

Level 4: 3200 MP
Summon Attack: Terran Gavel
Hashmal appears in a column of deep, deep green and black energy in front of the summoner's party. Direct and to the point, Hashmal slams both of his bracers into the ground in front of him, only to uproot an enormous chunk of the ground. With the chunks of Earth still attached, Hashmal approaches the enemy party and leaps into the air, only to come down with the power of a small meteorite, dealing 300,000 magical Earth damage to the entire party.

Level 5: All MP (min. of 3000 required to summon)
Summon Attack: Gaea's Wrath
Hashmal descends beneath the earth, landing on a rock amidst magma. He draws power into himself and then jumps, smashing back through the surface of the planet. His leap causes the earth to break into enormous chunks, smashing the enemies in range and unleashing torrents of lava. This ability will destroy an environment.
Deals 600,000 magical Earth damage and 300,000 magical Fire damage.

Zeromus, the Condemner
Description: A very large, carapace-covered lobster-like creature in black, navy, and indigo, Zeromus floats just off of the ground. Its lower body tapers into a swollen tail, while it has one relatively small arm and one overly large arm with a lobster-claw attached to the end, as well as a great outcropping of shell protruding from its upper back.
Zeromus, the Condemner, once upheld the holy writ of the gods and condemned those who break it to death. As Sage Knowledge records, "he turns his deep, abiding hatred for those who break the law into living darkness, therein to plunge the guilty in fell judgment. Over time, he came to care less for upholding the law and more for condemnation, and so tainted by hate, he sought to condemn the gods themselves to death. Thus, did he earn the title "The Condemner," and thus did he fall from grace."
Guardian Force HP: 14,000 * Level
Out of Combat Effects: Zeromus's condemnation for the corrupt, the damned, and the ruthless shows through no matter the medium. For (Level * 300 MP), Zeromus adds (+20 * Level) to the character's Speechcraft rolls to detect lies, bluffs, sensing motives, et cetera. In addition, this character has a passive (freeform) ability to discern evil or malicious intent that seeps beyond the mind and body. No wrongdoing will go without judgement.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Demira x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Stop x1 per mission x2 per mission x3 per mission
Slowga x1 per mission

Level 1: 300 MP
Summon Attack: Gravity Well
Zeromus appears in the midst of the party in a column of black and purple energy, then forms a small singularity between the pincers of its large right claw. With the singularity placed, a powerful swirl of gravitational energy forms, drawing enemies inwards to the center of the powerful gravity field and dealing terrible pressure and damage to their stamina. This attack deals (Caster's Max HP - Caster's Current HP) * 3 unsoakable damage. Enemies drawn to below 0 HP with this attack are cast into the X-Zone, never to return.

Level 2: 1000 MP
Summon Attack: Whirl
Zeromus' brand slams into the ground beneath the summoning character's party, cracking the ground with indigo, fell energy. It lingers for some time and will flare to life when an enemy's spiritual energy enters that area. For the next five rounds, each time the party is attacked with spirit-based damage, this brand will automatically cast "Zephyra" against the attacker as a counterattack. The attacker's check is made against the summoner's initial casting result to summon Zeromus and deals 35,000 Wind magical damage plus moderate "Knockback" status.

Level 3: 1950 MP
Summon Attack: Black Hole
Zeromus appears beside the summoning character, then points its oversized crab-like appendage forward, creating a small dot of spiritual energy similar to that of a singularity amidst the enemy party. From there, the dot implodes inward, pulling spiritual energy from the area around it before swirling away into nothingness. This ability removes all positive status effects from an affected party, including wide-area, environmental, and technological effects. Objects that create such effects are considered damaged, requiring them to be reactivated, repaired, or otherwise returned to normal operation.

Level 4: 3200 MP
Summon Attack:

Level 5: All MP (min. of 3000 required to summon)
Summon Attack: Big Bang
In a cosmic vortex, Zeromus flies erratically, stops, opening his shell, and charges a gravity spell on his stinger. Opening his claw, he siphons the energy into his palm, and launches it beyond the chunk of rock the enemy is suspended upon. It detonates at the horizon, sweeping outward and damaging all foes in range with crushing gravity.

Exodus, the Judge-Sal
Description: An ancient being, perhaps first created of the Scions of Darkness, Exodus is a withered old man whose body has merged with that of a similarly ancient, great tree whose leaves have long fallen. With a body overlaid with bark, Exodus's human hands stretch out to either side from where it sits upon a great, root-covered throne atop a giant set of scales, with one scale to each side, set to balance all things.
According to Sage Knowledge, "created in opposition to Halmarut, the Arbiter, and scion of light. Tasked with keeping watch over the world, with the authority to judge the value of all things. As he watched, unseen, unknown, his attachment to the world dwindled and faded until it was as nothing. Fitting that he would desire to make the world, too, as nothing. Yet he fell in the war against the gods, and was thwarted, imprisoned in punishment for his heresy."
Guardian Force HP: 14,000 * Level
Out of Combat Effects:

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Reflect x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Flare x1 per mission x2 per mission x3 per mission
Cometra x1 per mission

Level 1: 300 MP
Summon Attack: Cometra
Exodus appears in a swirl of orange and black energy, judging a single target with the use of its scales. With a raise of one hand, a rain of comets is sent crashing down upon a single enemy.
1d4 hits of 15,000 damage apiece. This spell has the capacity to inflict collateral damage.

Level 2: 1000 MP
Summon Attack: Vaccuum Wave

Level 3: 1950 MP
Summon Attack: Grand Cross

Level 4: 3200 MP
Summon Attack: Shadow Flare

Level 5: All MP (min. of 3000 required to summon)
Summon Attack: Almagest


Famfrit, the Darkening Cloud
Description: Originally a viscous cloud of darkness from which nothing could escape its corrupted being, Famfrit was contained within a seal-covered suit of brightly-colored armor that would serve as its prison. WIth a giant ewer attached to the chains that once bound its legs and arms, Famfrit now metes out portions of its being through the ewer, tasting even the tiniest samples of liberation from within its bound body.
According to Sage Knowledge, "[t]he hideous, darkly clouded form of Famfrit, scion in opposition to Holy Queen Emmerololth, scion of light, was anathema even to his creators. Thus, after a great battle, was he broken and sealed within armor laced with wards. The confines of his armor are void of light, so is he called the Darkening Cloud. Men fear the rain that falls from the black clouds that ooze from that giant ewer as a herald of chaos and waste."
Guardian Force HP: 20,000 * Level
Out of Combat Effects:

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Watera x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Abyssra x1 per mission x2 per mission x3 per mission
Hell Soul x1 per mission

Level 1: 350 MP
Summon Attack: Briny Cannonade
Famfrit appears in a swirl of light blue and black energy, only to begin swinging its ewer around its body in a fast circle, enough to audibly sweep wind around it. With a fling upwards, the chained vessel ejects a spray of dark, cursed water onto a targetted party, washing it over with the creature's malevolence.
Deals 15,000 Water Magical damage to a party, inflicting Acute "Soaked" status.

Level 2: 1800 MP
Summon Attack: Flood of Darkness
Famfrit appears in a swirl of light blue and black energy, and hurls its ewer upwards. From within comes a heavy, tempestuous rain that shrouds up to (Compat. Lvl.) Areas in corrupted water. Any who pass into this storm must use Magic Defense vs. the caster's summoning roll to ward off the negative effects. Lasts for 1d5 rounds. Inflicts 20,000 Water magical damage, as well as Acute "Disease" and Acute "Slow" status.

Level 3: 3000 MP
Summon Attack: Waterja
Famfrit appears in a swirl of light blue and black energy, then it summons a large paling behind itself that charges with energy, filling with darkness and water. The paling shatters, sending a massive wave of spiritual energy and water at a party.
Deals 75,000 Water magical damage and inflicts Acute "Silence" status on up to 10 characters.

Level 4: 4000 MP
Summon Attack: Fusillade


Level 5: All MP (min. of 4000 required to summon)
Summon Attack: Tsunami


Chaos, the Walker of the Wheel
Description: Chaos, the Walker of the Wheel and the King of Samsara, appears in its true form. Occupying a large space of its own, the creature itself appears atop a dias. A similarly-shaped humanoid figure clad in deep, deep violet armor stands in the center, with both gauntleted hands resting atop the Oneh Pedestal. The horns on its helmet have turned vertical, pointing upwards with an outward bend to them similar to bull's horns. Off to the left and right of the pedestal hover two tall, vertical edifices that curve inwards, obviously a part of the Oneh Pedestal itself.
Guardian Force HP: 20,000 * Level
Out of Combat Effects:

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Aerora x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Disable x1 per mission x2 per mission x3 per mission
Aero Blaster x1 per mission

Level 1: 350 MP
Summon Attack: Whirlwind
Chaos appears in a swirl of black and grey energy, before extending one hand from the Oneh Pedestal to create a surge of spiritual energy that coalesces into several cyclones of wind centered around a target.
Deals 20,000 magical Wind damage to a party.

Level 2: 1800 MP
Summon Attack: Beginnings
Chaos appears and infuses its rebirth ability to a single party member. For the duration of the mission, each time that character suffers the "Death" status family from an enemy, and it is removed, the character's base damages, attack/dodge/block rolls, and HP are increased by 25%. Once the mission is over, the character's statistics return to normal.

Level 3: 3000 MP
Summon Attack: Fearga
Chaos appears amidst a swirl of black and grey energy, atop the Uneh Pedestal. It extends a hand and surrounds up to 10 enemies in Void energy. Reduces MP to 0.

Level 4: 4000 MP
Summon Attack: Brink of Delusion

Level 5: All MP (min. of 4000 required to summon)
Summon Attack: Soul of Oblivion

Ultima, the High Seraph
Description: A slender but several meters-tall woman, with an enormous ballgown-like dress that's easily a dozen feet across and the same long covering her body from the torso downwards, spread outwards as if supported by an impressive bustle. The woman is a deep slate-grey/cobalt blue color in skin, with two large horns jutting out of the top of her head, curling inwards before tipping out away from her. Behind her and attached to her back are four sets of enormous, feathered wings, mixed in black and gold.
The greatest of the Occuria's Scions of Light, Ultima stands opposite Zodiark, Keeper of Precepts, and was originally designed to guide souls to heaven when they passed. However, after growing tired of seeing the Occuria's designs for her world, she fell from grace, to rise with wings of black and strike at her creators. Struck down by the gods' collective might and sealed into the Great Crystal, the once-great Ultima is a being of wondrous duality, of vice and virtue, of light and darkness, and creation and destruction.
Guardian Force HP: 20,000 * Level
Out of Combat Effects: Ultima's fascination with a "clean slate" and new beginnings through destruction and creation give her unique insight into longer-term projects. When performing an action that requires more than one roll (including outside of crafting or repairing), the summoner may expend (Level * 500) MP to have Ultima destroy their work or progress (only their progress, not an entire project if others are involved, etc.) and restore the task to its original state. When starting anew, the character's roll bonus is improved by (Level * 25)% (A Level 2 Ultima will grant a 50% bonus to the Roll Bonus, making a +60 a +90 instead while working on the regenerated project).

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Luminaire x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Healra x1 per mission x2 per mission x3 per mission
Ultima x1 per mission

Level 1: 350 MP
Summon Attack: Redemption
A wide, bright column of Holy energy forms around a number of enemies, then will focus inwards on as many targets as the Summoner wills. Deals 60,000 Holy magical damage, divisible amongst the number of targets selected.

Level 2: 1800 MP
Summon Attack: Envious Gaze
Ultima channels her power through the Summoner briefly, and has the ability to "steal" positive status effects of almost any kind from an enemy and place it onto the summoner. GM discretion, but highly encouraged to be lenient.

Level 3: 3000 MP
Summon Attack: Perfect Defense
Ultima forms a thin but impregnable paling around up to 5 targets, granting Terminal "Defense" status for 1 round.

Level 4: 4000 MP
Summon Attack: Humanitas et Invidia
Ultima uses concentrated bursts of Mist to skew magickal auras for up to 5 targets for 1 round, making restorative magic twice as effective and making offensive magic an automatic critical hit.

Level 5: All MP (min. of 4000 required to summon)
Summon Attack: Eschaton
Ultima prepares for the End of Days. Baring the energy cannon below her dress, she fades her allies away and flies high into the sky to charge an incredible singularity of energy before unleashing it in a focused beam that obliterates an Area and all enemies in it. Deals 1,200,000 Holy magical damage to the area and restores the entire party to 100% HP and MP.
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Unique Entities

Celestia
Description: An angelic, valkyire like woman entrusted with guarding Wilhelm's secrets. A powerful warrior spirit who will fight relentlessly to end her enemies.
Guardian Force HP: 5000 * Level
Out of Combat Effects: Bringing Celestia into an area will prevent many random encounters through sheer intimidation. Many weak minded will simply turn and flee from her presence. This bears no effect on the sentient. The Will DC to resist this (for mooks) is 50 x level. Named NPC's, etc may be immune to this effect.

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5
Magma Bomb x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Ice Lance x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission
Aquabeam x1 per mission x2 per mission x3 per mission x4 per mission x5 per mission

Level 1: 350 MP
Summon Attack: Fallen Angel
Celestia summons her two gem orbitals to unleash a powerful elemental attack (Either Time or Force if the opponent is weak to one or the other), dealing 20,000 per level and stopping all enemies on field who are vulnerable to stop.

Level 2: 1000 MP
Summon Attack: Charge of Glory
Celestia's hands spread apart as a pair of golden gates appear behind her. A trumpet sounds, followed by the charge of 1000 white horses manned by angelic figures from clouds beyond. The enemy takes 30,000 damage per level, and the sheer visage alone may be enough to make lesser enemies retreat or surrender to the glory of Celestia.

Level 3:


Level 4:


Level 5:



Ivantos
Description: An ancient Cetran wizard of immense power, one of the first mages and the originator of much of today's magecraft. Wielded Giygas magic and took the will of the universe to defeat.
Guardian Force HP: HP * Level
Out of Combat Effects: ???

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5

Level 1: 700 MP
Summon Attack: Dimensional Lance
Inflicts 300,000 unsoakable damage against one target. It is rolled at the higher of the caster's roll or 1d700+345.

Level 2: 2000 MP
Summon Attack: Solar Flare

Level 3: 3500 MP
Summon Attack: Unbound Fate

Level 4: 5000 MP
Summon Attack: Plasma Wave

Level 5: All MP (min. of 7500 to cast)
Summon Attack: Apocalypse


Angel of Judgment
Description:
Guardian Force HP:
Out of Combat Effect:

Draw Magic Granted Level 1 Level 2 Level 3 Level 4 Level 5

Level 1: 700 MP
Summon Attack: Heavensfall
Deals 1d200 hits of 500 unsoakable Holy damage per level to a party.

Level 2: 2000 MP
Summon Attack:

Level 3: 3500 MP
Summon Attack:

Level 4: 5000 MP
Summon Attack:

Level 5: All MP (min. of 7500 to cast)
Summon Attack:
Last edited by Oceanblaze on June 28th, 2023, 1:54 am, edited 10 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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