Summoner

 

Job Requirements: Time Mage lv. 2

Weapons: Staff, rod

Armor: Hat, clothes, robe

MP SPD R JP EFFECT

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ACTION ABILTIIES: SUMMON MAGIC

Moogle 8 50 4/3 110 Restores HP

Shiva 24 25 4/3 200 Ice attack

Ramuh * 24 25 4/3 200 Lightning attack

Ifrit 24 25 4/3 200 Fire attack

Titan * 30 20 4/3 220 Earth attack

Golem * 40 34 All 500 Avoid physical attacks

Carbunkle 30 25 4/3 350 Gives Reflect status

Bahamut 60 10 4/4 1200 Magic attack

Odin 50 12 4/4 900 Magic attack

Leviathan 48 12 4/4 850 Water attack

Salamander 48 12 4/3 820 Fire attack

Silf [Sylph] * 26 20 4/3 400 Causes Silence status

Fairy * 28 25 4/3 400 Restores HP

Lich * 40 12 4/3 600 Darkness attack

Cyclops 62 12 4/3 1000 Magic attack

Zodiac * 99 10 4/4 N/A Magic attack

REACTION ABILITIES

MP Restore 400 Restores MP when near death

SUPPORT ABILITIES

Half of MP * 900 Halves spells' MP cost

MOVEMENT ABILITIES

none

JP to master: 9250

Evaluation: While call spells don't have nearly the

power in FFT as they did in FF7 (where's KOTR?), they're

still strong. They have a wide impact range, do a lot

of damage, and don't hurt your own guys (or heal the

enemies). The only downsides to this job are its

abilities' high JP and MP costs (the latter of which

can be remedied through the job's own Half of MP

support ability).