Rank 1
Adrammelech
Special: Lightning Resist, Shadow Resist, Ice Vulnerable, Water Vulnerable
Ability: Flash Arc: Adrammelech creates a blinding surge of energy that shocks a single target in Medium range, dealing (DEX x 3) + 2d6 magical Lightning damage with a chance to inflict Blind.
Ability: Jolt of Life: Adrammelech animates the corpse of one enemy that died this combat, returning them to full HP and MP and controlling their actions until they are reduced to 0 HP a second time or Adrammelech leaves the battlefield.
Spells: Thunder, Flash, Thundara
Astral Flow: Thunder Stream: The sky opens up and unleashes a single large lightning bolt, striking a single target for (DEX x 7) + 2d6 magical Lightning damage to that target before arcing to all other enemies, dealing (DEX x 3) damage to each of them.
Belias
Special: Fire Immune, Water Vulnerable, Ice Vulnerable
Ability: Shrine Guardian: Belias immediately becomes dismissed and tied to a location of the summoner’s choosing that is within Medium range as a Slow action. The summoner then decides on conditions that summon Belias to that location, such as if the location is being attacked, if creatures try to loot it, etc. When this happens Belias is summoned for its full duration and carries out whatever command the summoner left it with to the best of their ability until 3 rounds pass. If Belias is summoned by the same summoner a second time it is no longer tied to the previous location.
Ability: Timed Eruption - A pillar of flame burns all enemies within a Short range for (PWR x 2) + 2d6 magical Fire damage. This skill may also be delayed for 1d6 rounds, increasing by one step of damage for each round it’s delayed. It will still erupt even if Belias is dismissed and only one Timed eruption can be delayed at a time.
Spells: Fire, Elemental Spikes, Consecrate
Astral Flow: Painflare: Flames sprout around a single enemy within Medium range, entering their wounds and vaporizing their blood. This attack deals (PWR x 8) + 2d6 damage to the target at minimum, increasing to (PWR x 12) + 2d6 if the target is at 50% HP or less and (PWR x 20) + 2d6 if the target is at 25% HP or less.
Crusader
Special: Auto-Stop, Multiple Parts (Goddess has 50% of the HP, Demon and Devil both have 25% of the HP). Each part of Crusader takes their own action in a round.
Ability: Warring Triad: A part of the Warring Triad attacks a target in Short range, dealing (PWR x 2) + 2d6 physical damage.
Ability: Sealed War: A single enemy within medium range is inflicted with either the Seal or Stop status as the seals that imprison the Triad expand outwards to reach them.
Spells: Banish, Twilight, Fester. Each of these can only be cast by a specific part of Crusader (Banish for the Goddess, Fester for the Devil, and Twilight for the Demon).
Astral Flow: Cleansing: The remaining parts of Crusader fight against one another,making all enemies unwilling participants within their eternal feud. If all 3 parts of Crusader are still active, this deals (PWR x 6) + 2d6 points of physical damage to all enemies, decreasing by two steps for every part that has been destroyed.
King Mog CCXIV
Special: Auto-Flight, Wind Resist, Earth Vulnerable
Ability: Moogle Chorus: King Mog summons 1 + 1d6 Moogles, each of a different character job. These moogles are considered level 1 characters of that specific job, have a 5 in every stat, and can only use their job’s defining ability, spells granted by these defining abilities, and weapon attacks that deal (PWR x 1) + 2d6 physical damage (though these attacks can miss). All of the summoned moogles take their turn directly after king mog and all of them disappear when he is dismissed. If this skill is used a second time no additional moogles are summoned; instead all unconscious summoned moogles revive with full HP.
Ability: Moogle-go-Round: King Mog spins violently, dealing (PWR x 2) + 2d6 physical damage to all enemies.
Spells: Blessing, Faith, Escape
Astral Flow: Memento Moogle: An explosion of Pom-Poms appears across the battlefield, increasing in power as Moogles cheer for King Mog CCXIV. Memento Moogle deals (PWR x 2) + 2d6 physical damage to all enemies, plus 1 additional step for each conscious moogle summoned by Moogle Chorus.
Mateus
Special: Ice Resist, Water Resist, Wind Vulnerable, Lightning Vulnerable
Ability: Water Pillar: Water erupts from beneath an enemy in medium range, dealing (PWR x 4) + 2d6 magical water damage to it.
Ability: Entrapment: Mateus grabs a single target with a +4 bonus to the roll. If successful, the grabbed target is used as a shield by Mateus, taking 50% of all damage dealt to it.
Spells: Blizzard, Water, Cura
Astral Flow: Frostwave: Water rushes out from Mateus before instantly freezing, shocking the systems of all enemies for (PWR x 4) + 2d6 Ice damage with a chance to inflict Stop.
Mist Dragon
Special: +2 AVD
Ability: Misty Illusion: The Mist Dragon creates an illusion as though it used the Advanced Illusion spell. This illusion remains even when the Mist Dragon is dismissed.
Ability: Gather Mist: The Mist Dragon gathers more mist to its side, increasing its AVD by 1 and both its Current and Maximum HP by 50%.
Spells: Illusion, Ruse, Invisible
Astral Flow: Mist Breath: All Gathered mist becomes a superheated cone of vapor, dealing non-elemental damage to all enemies equal to 25% of the Mist Dragon’s current HP.
Valefor
Special: Auto-Flight
Ability: Sonic Wings: Valefor's wings beat slower and slower, seeming to slow time down for a moment. Gusts of wind caused by this movement blow towards a target within medium range, blasting them with (PWR x 3) + 2d6 points of Wind damage and making them suffer Short range knockback. Your enemy makes an opposed Force check with a +4 bonus; if they still fail, they become affected by the negative status effect Stun for one turn.
Ability: Claw Swipe: Valefor rushes to a target within medium range and swipes it with a claw, dealing (PWR x 4) + 2d6 or (DEX x 4) + 2d6 physical damage.
Spells: Rescue, Laser Eyes, Aerora
Astral Flow: Energy Ray: Soaring high above the battlefield, Valefor collects energy in her beak. With a burst of intense light the energy is released amidst the enemy group, scorching them for (PWR x 4) + 2d6 points of non-elemental damage. Then, your enemies make a resistance check with a +4 bonus; failure means they become afflicted by Armor Break.
Special: Lightning Resist, Shadow Resist, Ice Vulnerable, Water Vulnerable
Ability: Flash Arc: Adrammelech creates a blinding surge of energy that shocks a single target in Medium range, dealing (DEX x 3) + 2d6 magical Lightning damage with a chance to inflict Blind.
Ability: Jolt of Life: Adrammelech animates the corpse of one enemy that died this combat, returning them to full HP and MP and controlling their actions until they are reduced to 0 HP a second time or Adrammelech leaves the battlefield.
Spells: Thunder, Flash, Thundara
Astral Flow: Thunder Stream: The sky opens up and unleashes a single large lightning bolt, striking a single target for (DEX x 7) + 2d6 magical Lightning damage to that target before arcing to all other enemies, dealing (DEX x 3) damage to each of them.
Belias
Special: Fire Immune, Water Vulnerable, Ice Vulnerable
Ability: Shrine Guardian: Belias immediately becomes dismissed and tied to a location of the summoner’s choosing that is within Medium range as a Slow action. The summoner then decides on conditions that summon Belias to that location, such as if the location is being attacked, if creatures try to loot it, etc. When this happens Belias is summoned for its full duration and carries out whatever command the summoner left it with to the best of their ability until 3 rounds pass. If Belias is summoned by the same summoner a second time it is no longer tied to the previous location.
Ability: Timed Eruption - A pillar of flame burns all enemies within a Short range for (PWR x 2) + 2d6 magical Fire damage. This skill may also be delayed for 1d6 rounds, increasing by one step of damage for each round it’s delayed. It will still erupt even if Belias is dismissed and only one Timed eruption can be delayed at a time.
Spells: Fire, Elemental Spikes, Consecrate
Astral Flow: Painflare: Flames sprout around a single enemy within Medium range, entering their wounds and vaporizing their blood. This attack deals (PWR x 8) + 2d6 damage to the target at minimum, increasing to (PWR x 12) + 2d6 if the target is at 50% HP or less and (PWR x 20) + 2d6 if the target is at 25% HP or less.
Crusader
Special: Auto-Stop, Multiple Parts (Goddess has 50% of the HP, Demon and Devil both have 25% of the HP). Each part of Crusader takes their own action in a round.
Ability: Warring Triad: A part of the Warring Triad attacks a target in Short range, dealing (PWR x 2) + 2d6 physical damage.
Ability: Sealed War: A single enemy within medium range is inflicted with either the Seal or Stop status as the seals that imprison the Triad expand outwards to reach them.
Spells: Banish, Twilight, Fester. Each of these can only be cast by a specific part of Crusader (Banish for the Goddess, Fester for the Devil, and Twilight for the Demon).
Astral Flow: Cleansing: The remaining parts of Crusader fight against one another,making all enemies unwilling participants within their eternal feud. If all 3 parts of Crusader are still active, this deals (PWR x 6) + 2d6 points of physical damage to all enemies, decreasing by two steps for every part that has been destroyed.
King Mog CCXIV
Special: Auto-Flight, Wind Resist, Earth Vulnerable
Ability: Moogle Chorus: King Mog summons 1 + 1d6 Moogles, each of a different character job. These moogles are considered level 1 characters of that specific job, have a 5 in every stat, and can only use their job’s defining ability, spells granted by these defining abilities, and weapon attacks that deal (PWR x 1) + 2d6 physical damage (though these attacks can miss). All of the summoned moogles take their turn directly after king mog and all of them disappear when he is dismissed. If this skill is used a second time no additional moogles are summoned; instead all unconscious summoned moogles revive with full HP.
Ability: Moogle-go-Round: King Mog spins violently, dealing (PWR x 2) + 2d6 physical damage to all enemies.
Spells: Blessing, Faith, Escape
Astral Flow: Memento Moogle: An explosion of Pom-Poms appears across the battlefield, increasing in power as Moogles cheer for King Mog CCXIV. Memento Moogle deals (PWR x 2) + 2d6 physical damage to all enemies, plus 1 additional step for each conscious moogle summoned by Moogle Chorus.
Mateus
Special: Ice Resist, Water Resist, Wind Vulnerable, Lightning Vulnerable
Ability: Water Pillar: Water erupts from beneath an enemy in medium range, dealing (PWR x 4) + 2d6 magical water damage to it.
Ability: Entrapment: Mateus grabs a single target with a +4 bonus to the roll. If successful, the grabbed target is used as a shield by Mateus, taking 50% of all damage dealt to it.
Spells: Blizzard, Water, Cura
Astral Flow: Frostwave: Water rushes out from Mateus before instantly freezing, shocking the systems of all enemies for (PWR x 4) + 2d6 Ice damage with a chance to inflict Stop.
Mist Dragon
Special: +2 AVD
Ability: Misty Illusion: The Mist Dragon creates an illusion as though it used the Advanced Illusion spell. This illusion remains even when the Mist Dragon is dismissed.
Ability: Gather Mist: The Mist Dragon gathers more mist to its side, increasing its AVD by 1 and both its Current and Maximum HP by 50%.
Spells: Illusion, Ruse, Invisible
Astral Flow: Mist Breath: All Gathered mist becomes a superheated cone of vapor, dealing non-elemental damage to all enemies equal to 25% of the Mist Dragon’s current HP.
Valefor
Special: Auto-Flight
Ability: Sonic Wings: Valefor's wings beat slower and slower, seeming to slow time down for a moment. Gusts of wind caused by this movement blow towards a target within medium range, blasting them with (PWR x 3) + 2d6 points of Wind damage and making them suffer Short range knockback. Your enemy makes an opposed Force check with a +4 bonus; if they still fail, they become affected by the negative status effect Stun for one turn.
Ability: Claw Swipe: Valefor rushes to a target within medium range and swipes it with a claw, dealing (PWR x 4) + 2d6 or (DEX x 4) + 2d6 physical damage.
Spells: Rescue, Laser Eyes, Aerora
Astral Flow: Energy Ray: Soaring high above the battlefield, Valefor collects energy in her beak. With a burst of intense light the energy is released amidst the enemy group, scorching them for (PWR x 4) + 2d6 points of non-elemental damage. Then, your enemies make a resistance check with a +4 bonus; failure means they become afflicted by Armor Break.
Rank 2
Bismarck
Special: Water Resist, Fire Resist, Lightning Vulnerable
Ability: Sea Song: Bismarck sings a whale song that summons a powerful current of water, inflicting Stop on all enemies within a short range and causing Medium Range knockback.
Ability: Baleen Bomb: Bismarck jumps up, gaining the Flight status for the end of the round. At the end of the round he splashes down, dealing (RES x 4) + 2d6 water damage to all enemies in a medium range and losing the Flight status.
Spells: Water, Purify, Eject, Drown, Watera, Wateraga
Astral Flow: Breach Blast: A torrential downpour floods the battlefield, dealing (PWR x 10) + 2d6 water damage to all enemies.
Brynhildr
Passive Benefit: The summoner of Brynhildr can choose to spend MP to empower Brynhildr with a damaging spell of their choice when summoned, becoming able to cast that spell in combat mode until dismissed. If not, Brynhildr is empowered with the Fire spell. Brynhildr can also be summoned as a Vehicle without abilities if the summoner chooses to do so, remaining until dismissed or entering combat mode for 3 rounds as an Instant action.
Special: Fire Resist, Lightning Resist, Water Vulnerable
Ability: Spellshot: Brynhildr launches three shots at a single target, each dealing (PWR x 2) + 2d6 damage of the same type of damage as the damaging spell chosen with the passive benefit and the ability to critically hit on rolls of 11-12. These attacks have the Spellburst property, casting the spell chosen with the passive benefit on a critical hit.
Ability: Valkyrian Scythe: Brynhildr swings its scythe in a short range, dealing (PWR x 3) + 2d6 physical damage that ignores the ARM of its targets.
Spells: Fire, Elemental Spikes, Enervate, Quick, Nul, Flamethrower
Astral Flow: Múspell Flame: Brynhildr empowers and uses the damaging spell chosen with its passive benefit, dealing five additional steps of damage.
Cúchulainn
Special: Water Resist, Shadow Resist, Holy Vulnerable
Ability: Devour Corruption: Cúchulainn removes all negative status effects currently afflicting targets within battle as well as all party members, restoring 10% of its maximum hit points for each status effect removed and empowering its Pestilence ability.
Ability: Black Lung: Attempt to inflict all enemies in medium range with the Poison status effect. If already poisoned, a target is instead inflicted with Blind. If affected by both Poison and Blind, they are inflicted with Seal. If affected with all three of those status effects, they are instead afflicted with Confuse. If affected with all four, they instead are inflicted with Petrify.
Spells: Hex, Poison, Blind, Bio, Fester, Addle
Astral Flow: Pestilence: Cúchulainn releases a wave of corrupting energy onto the battlefield, dealing (PWR x 5) + 2d6 points of Non-Elemental damage. This deals additional steps of damage equal to the number of status effects that were absorbed by the Devour Corruption ability.
Garuda
Special: Auto-Flight, Wind Resist, Ice Vulnerable
Ability: Deadly Embrace: Garuda flies to a target under the flight condition in medium range, striking it relentlessly and dealing (PWR x 10) + 2d6 points of physical damage.
Ability: Razor Plume: Garuda rains down 1d6 feathers on the battlefield, each striking a creature within medium range for (PWR x 2) + 2d6 wind damage. These feathers are split amongst targets however you choose.
Spells: Aero, Eject, Rescue, Aerora, Escape, Aeroga
Astral Flow: Aerial Blast: A powerful tornado rips through the battlefield, dealing (PWR x 10) + 2d6 wind damage to all enemies.
Hashmal
Special: Earth Resist, Holy Resist, Fire Vulnerable
Ability: Roxxor: A rock falls on a single target and any other enemies that are weak or vulnerable to earth damage, dealing (PWR x 7) + 2d6 earth damage.
Ability: Law and Order: Hashmal creates a law against the use of destiny points, skills, physical attacks, damaging spells, or healing until dismissed. While summoned a creature that violates a law made by Hashmal is immediately inflicted with Stun (no save required).
Spells: Stone, Magic Hammer, Sandspin, Nul, Stona, Disable
Astral Flow: Gaia’s Wrath: Earth rockets upwards from the ground against a single enemy, dealing (PWR x 12) + 2d6 earth damage that deals damage even if the target has the Flight status. A creature inflicted with Stun instead takes (PWR x 20) + 2d6 earth damage.
Ifrit
Special: Fire Immune, Water Vulnerable
Ability: Meteor Strike: A meteor rains down on the battlefield, dealing (PWR x 4) +2d6 fire damage to all enemies. This damage is either physical or magical, damaging the lower of the target’s two defenses.
Ability: Will-o'-the-Wykes: Orbs of flame surround Ifrit until dismissed, dealing (PWR x 3) + 2d6 fire damage to any creature that deals physical damage to Ifrit within a short range.
Spells: Fire, Elemental Spikes, Meteorite, Fira, Melt, Firaga
Astral Flow: Hellfire: An inferno burns away all enemies, dealing (PWR x 10) + 2d6 fire damage to each of them.
Pandemona
Passive Benefit: When summoned Pandemona may immediately take one extra action (in addition to the one gained through Auto-Haste).
Special: Auto-Haste, Wind Resist, Earth Vulnerable
Ability: Balloon Flight: Pandemona gains the Flying status and extra ARM and M.ARM equal to your RES score by absorbing air into itself. The next creature that strikes it bursts Pandemona, taking (PWR x 7) + 2d6 Wind damage and removing these bonus defenses.
Ability: Wind Funnel: A single enemy or object is pulled a medium range towards Pandemona, dealing (3 x PWR) + 2d6 wind damage to it as it travels.
Spells: Aero, Quickening, Rescue, Aerora, Quick, Haste
Astral Flow: Tornado Zone: Strong winds lift and crush all enemies, reducing their current hit points by 50%, ignoring both ARM and M.ARM.
Ramuh
Special: Lightning Immune, Earth Vulnerable
Ability: Lightning Rod: Ramuh channels lightning into his staff, dealing (PWR x 4) + 2d6 lightning damage to all enemies within a short range. They then make a Lore Check of your choosing with a +4 bonus, sharing any gathered information with those around them.
Ability: Chaotic Strike: A single bolt of lightning is launched at an enemy within medium range, dealing (PWR x 6) + 2d6 lightning damage and making them move a short range towards Ramuh.
Spells: Bind, Purify, Thunder, Consecrate, Thundara, Thundaga
Astral Flow: Judgment Bolt: Deadly voltage rains from the heavens, dealing (PWR x 10) + 2d6 lightning damage to all enemies.
Ravana
Special: Ravana’s attacks have their critical hit range increased by 1 each time he deals or receives damage, though his attacks miss (even if they would be a critical hit). This is cumulative, lasting until dismissed.
Ability: Prelude to Slaughter: Ravana makes an attack against each enemy within a short range, dealing (PWR x 4) + 2d6 physical damage. The attacks made in this way are all rolled separately.
Ability: Slaughter: Ravana strikes a creature who he’s made an opening against. One target within short range that has been struck by a critical hit last round is slashed further, taking (PWR x 10) + 2d6 physical damage.
Spells: Poison Breath, Revenge, Stoneskin, Drain, Temper, Ultrawaves
Astral Flow: Chandrahas: Ravana expertly slashes a creature with a blade, using each blade once for a total of four attacks. Each of these attacks deals (PWR x 4) + 2d6 physical damage to a single target with the ability to critically strike.
Shemhazai
Special: Auto-Flight, Shadow Immune, Holy Weak, Unusual Defense: Physical
Ability: Whispers of Weakness: A single creature becomes vulnerable to an element of your choosing until the end of combat. If already vulnerable, they become weak to that element instead. An element that the creature is resistant to, immune to, or absorbs cannot be chosen by this ability.
Ability: Element of Treachery: An enemy within medium range has its mind filled with paranoid thoughts, causing it to attack either itself or another creature, using a single target attack or spell available to it against them. This attack deals two additional steps of damage.
Spells: Hex, Sleep, Twilight, Fester, Zombie, Death
Astral Flow: Soul Purge: The souls of each enemy are purged, taking damage equal to the amount of hit points they are missing. Creatures immune to instant death effects are immune to this effect as well.
Shiva
Special: Ice Immune, Fire Vulnerable
Ability: Cold Snap: Shiva immediately moves up to a Long range and creates a zone of difficult terrain between their initial location and the location they moved to.
Ability: Icicle Drop: A single target within medium range is struck with a large shard of ice, dealing (PWR x 7) + 2d6 ice damage.
Spells: Bind, Blizzard, Illusion, Blizzara, Shell, Blizzaga
Astral Flow: Diamond Dust: Shiva snaps her fingers, creating a cold front that freezes all enemies then immediately shatters, dealing (PWR x 10) + 2d6 ice damage to all enemies.
Titan
Special: Earth Resist, Auto-Protect, Wind Vulnerable
Ability: Upheaval: Earth ruptures from titan’s fist, making all enemies within a range of Local take (PWR x 4) + 2d6 earth damage.
Ability: Titanic Block-Titan blocks incoming attacks, gaining (RES x 10) temporary hit points until dismissed. Any critical hits or limit breaks made against Titan while they have temporary hit points from this ability are negated.
Spells: Revenge, Stone, Stoneskin, Stonera, Wall, Stonega
Astral Flow: Earthen Fury: Titan slams the ground to make a small earthquake, dealing (PWR x 10) + 2d6 earth damage to all enemies.
Special: Water Resist, Fire Resist, Lightning Vulnerable
Ability: Sea Song: Bismarck sings a whale song that summons a powerful current of water, inflicting Stop on all enemies within a short range and causing Medium Range knockback.
Ability: Baleen Bomb: Bismarck jumps up, gaining the Flight status for the end of the round. At the end of the round he splashes down, dealing (RES x 4) + 2d6 water damage to all enemies in a medium range and losing the Flight status.
Spells: Water, Purify, Eject, Drown, Watera, Wateraga
Astral Flow: Breach Blast: A torrential downpour floods the battlefield, dealing (PWR x 10) + 2d6 water damage to all enemies.
Brynhildr
Passive Benefit: The summoner of Brynhildr can choose to spend MP to empower Brynhildr with a damaging spell of their choice when summoned, becoming able to cast that spell in combat mode until dismissed. If not, Brynhildr is empowered with the Fire spell. Brynhildr can also be summoned as a Vehicle without abilities if the summoner chooses to do so, remaining until dismissed or entering combat mode for 3 rounds as an Instant action.
Special: Fire Resist, Lightning Resist, Water Vulnerable
Ability: Spellshot: Brynhildr launches three shots at a single target, each dealing (PWR x 2) + 2d6 damage of the same type of damage as the damaging spell chosen with the passive benefit and the ability to critically hit on rolls of 11-12. These attacks have the Spellburst property, casting the spell chosen with the passive benefit on a critical hit.
Ability: Valkyrian Scythe: Brynhildr swings its scythe in a short range, dealing (PWR x 3) + 2d6 physical damage that ignores the ARM of its targets.
Spells: Fire, Elemental Spikes, Enervate, Quick, Nul, Flamethrower
Astral Flow: Múspell Flame: Brynhildr empowers and uses the damaging spell chosen with its passive benefit, dealing five additional steps of damage.
Cúchulainn
Special: Water Resist, Shadow Resist, Holy Vulnerable
Ability: Devour Corruption: Cúchulainn removes all negative status effects currently afflicting targets within battle as well as all party members, restoring 10% of its maximum hit points for each status effect removed and empowering its Pestilence ability.
Ability: Black Lung: Attempt to inflict all enemies in medium range with the Poison status effect. If already poisoned, a target is instead inflicted with Blind. If affected by both Poison and Blind, they are inflicted with Seal. If affected with all three of those status effects, they are instead afflicted with Confuse. If affected with all four, they instead are inflicted with Petrify.
Spells: Hex, Poison, Blind, Bio, Fester, Addle
Astral Flow: Pestilence: Cúchulainn releases a wave of corrupting energy onto the battlefield, dealing (PWR x 5) + 2d6 points of Non-Elemental damage. This deals additional steps of damage equal to the number of status effects that were absorbed by the Devour Corruption ability.
Garuda
Special: Auto-Flight, Wind Resist, Ice Vulnerable
Ability: Deadly Embrace: Garuda flies to a target under the flight condition in medium range, striking it relentlessly and dealing (PWR x 10) + 2d6 points of physical damage.
Ability: Razor Plume: Garuda rains down 1d6 feathers on the battlefield, each striking a creature within medium range for (PWR x 2) + 2d6 wind damage. These feathers are split amongst targets however you choose.
Spells: Aero, Eject, Rescue, Aerora, Escape, Aeroga
Astral Flow: Aerial Blast: A powerful tornado rips through the battlefield, dealing (PWR x 10) + 2d6 wind damage to all enemies.
Hashmal
Special: Earth Resist, Holy Resist, Fire Vulnerable
Ability: Roxxor: A rock falls on a single target and any other enemies that are weak or vulnerable to earth damage, dealing (PWR x 7) + 2d6 earth damage.
Ability: Law and Order: Hashmal creates a law against the use of destiny points, skills, physical attacks, damaging spells, or healing until dismissed. While summoned a creature that violates a law made by Hashmal is immediately inflicted with Stun (no save required).
Spells: Stone, Magic Hammer, Sandspin, Nul, Stona, Disable
Astral Flow: Gaia’s Wrath: Earth rockets upwards from the ground against a single enemy, dealing (PWR x 12) + 2d6 earth damage that deals damage even if the target has the Flight status. A creature inflicted with Stun instead takes (PWR x 20) + 2d6 earth damage.
Ifrit
Special: Fire Immune, Water Vulnerable
Ability: Meteor Strike: A meteor rains down on the battlefield, dealing (PWR x 4) +2d6 fire damage to all enemies. This damage is either physical or magical, damaging the lower of the target’s two defenses.
Ability: Will-o'-the-Wykes: Orbs of flame surround Ifrit until dismissed, dealing (PWR x 3) + 2d6 fire damage to any creature that deals physical damage to Ifrit within a short range.
Spells: Fire, Elemental Spikes, Meteorite, Fira, Melt, Firaga
Astral Flow: Hellfire: An inferno burns away all enemies, dealing (PWR x 10) + 2d6 fire damage to each of them.
Pandemona
Passive Benefit: When summoned Pandemona may immediately take one extra action (in addition to the one gained through Auto-Haste).
Special: Auto-Haste, Wind Resist, Earth Vulnerable
Ability: Balloon Flight: Pandemona gains the Flying status and extra ARM and M.ARM equal to your RES score by absorbing air into itself. The next creature that strikes it bursts Pandemona, taking (PWR x 7) + 2d6 Wind damage and removing these bonus defenses.
Ability: Wind Funnel: A single enemy or object is pulled a medium range towards Pandemona, dealing (3 x PWR) + 2d6 wind damage to it as it travels.
Spells: Aero, Quickening, Rescue, Aerora, Quick, Haste
Astral Flow: Tornado Zone: Strong winds lift and crush all enemies, reducing their current hit points by 50%, ignoring both ARM and M.ARM.
Ramuh
Special: Lightning Immune, Earth Vulnerable
Ability: Lightning Rod: Ramuh channels lightning into his staff, dealing (PWR x 4) + 2d6 lightning damage to all enemies within a short range. They then make a Lore Check of your choosing with a +4 bonus, sharing any gathered information with those around them.
Ability: Chaotic Strike: A single bolt of lightning is launched at an enemy within medium range, dealing (PWR x 6) + 2d6 lightning damage and making them move a short range towards Ramuh.
Spells: Bind, Purify, Thunder, Consecrate, Thundara, Thundaga
Astral Flow: Judgment Bolt: Deadly voltage rains from the heavens, dealing (PWR x 10) + 2d6 lightning damage to all enemies.
Ravana
Special: Ravana’s attacks have their critical hit range increased by 1 each time he deals or receives damage, though his attacks miss (even if they would be a critical hit). This is cumulative, lasting until dismissed.
Ability: Prelude to Slaughter: Ravana makes an attack against each enemy within a short range, dealing (PWR x 4) + 2d6 physical damage. The attacks made in this way are all rolled separately.
Ability: Slaughter: Ravana strikes a creature who he’s made an opening against. One target within short range that has been struck by a critical hit last round is slashed further, taking (PWR x 10) + 2d6 physical damage.
Spells: Poison Breath, Revenge, Stoneskin, Drain, Temper, Ultrawaves
Astral Flow: Chandrahas: Ravana expertly slashes a creature with a blade, using each blade once for a total of four attacks. Each of these attacks deals (PWR x 4) + 2d6 physical damage to a single target with the ability to critically strike.
Shemhazai
Special: Auto-Flight, Shadow Immune, Holy Weak, Unusual Defense: Physical
Ability: Whispers of Weakness: A single creature becomes vulnerable to an element of your choosing until the end of combat. If already vulnerable, they become weak to that element instead. An element that the creature is resistant to, immune to, or absorbs cannot be chosen by this ability.
Ability: Element of Treachery: An enemy within medium range has its mind filled with paranoid thoughts, causing it to attack either itself or another creature, using a single target attack or spell available to it against them. This attack deals two additional steps of damage.
Spells: Hex, Sleep, Twilight, Fester, Zombie, Death
Astral Flow: Soul Purge: The souls of each enemy are purged, taking damage equal to the amount of hit points they are missing. Creatures immune to instant death effects are immune to this effect as well.
Shiva
Special: Ice Immune, Fire Vulnerable
Ability: Cold Snap: Shiva immediately moves up to a Long range and creates a zone of difficult terrain between their initial location and the location they moved to.
Ability: Icicle Drop: A single target within medium range is struck with a large shard of ice, dealing (PWR x 7) + 2d6 ice damage.
Spells: Bind, Blizzard, Illusion, Blizzara, Shell, Blizzaga
Astral Flow: Diamond Dust: Shiva snaps her fingers, creating a cold front that freezes all enemies then immediately shatters, dealing (PWR x 10) + 2d6 ice damage to all enemies.
Titan
Special: Earth Resist, Auto-Protect, Wind Vulnerable
Ability: Upheaval: Earth ruptures from titan’s fist, making all enemies within a range of Local take (PWR x 4) + 2d6 earth damage.
Ability: Titanic Block-Titan blocks incoming attacks, gaining (RES x 10) temporary hit points until dismissed. Any critical hits or limit breaks made against Titan while they have temporary hit points from this ability are negated.
Spells: Revenge, Stone, Stoneskin, Stonera, Wall, Stonega
Astral Flow: Earthen Fury: Titan slams the ground to make a small earthquake, dealing (PWR x 10) + 2d6 earth damage to all enemies.
Rank 3
Asura
Special: Auto-Shell, Holy Immune, Shadow Weak. When summoned a d6 is rolled, with Asura showing a different face based on the roll: 1 and 2 are Serenity, 3 and 4 are Happy, and 5 and 6 are Angry.
Ability: Face of the Divine: Asura bestows a single buff on herself and the party which lasts until the end of combat (or until used in the case of Auto-Life), hitting them even while they are removed from combat. Serenity bestows Aura, Happy bestows Auto-Life, and Angry bestows Protect.
Ability: Face of the Destroyer: Asura strikes a single target in short range with her sword, dealing (PWR x 12) + 2d6 physical damage. Serenity deals Ice element damage, Happy deals Lightning element damage, and Angry deals Fire element damage.
Spells: Cure, Faith, Purify, Fira, Blizzara, Thundara, Esuna, Curaga, Armistice
Astral Flow: Miracle: Asura rains healing energy on the party as they re-enter battle, restoring (MND x 10) + 2d6 HP, removing all negative status effects, and bestowing Shell on them until the end of combat.
Cerberus
Special: Shadow Immune, Holy Vulnerable
Ability: Tri-Bite: Each of Cerberus’ heads bite a creature in short range, dealing (PWR x 3) + 2d6 physical damage and inflicting Stop with each of these attacks.
Ability: Counter Rockets: All three of Cerberus’ heads launch a beam of energy into the sky, raining down a different magical spell on the battlefield. Each of these spells must be a different spell that either Cerberus or a conscious member of the party can cast.
Spells: Fire, Poison, Twilight, Drain, Fester, Fira, Arise, Death, Doomsday
Astral Flow: Triple: For the rest of combat the party may cast up to three spells in a single round. Casting spells in this way is a Slow action.
Chaos
Special: Auto-Flight, Fire Resist, Wind Resist, Ice Vulnerable, Holy Vulnerable. If Chaos is killed the summoner regains a point of Destiny.
Ability: War’s Turmoil: Chaos spins his blades, dealing (PWR x 6) + 2d6 physical damage to all enemies within a short range.
Ability: Walker of the Wheel: By spending 1 point of Destiny Chaos remains on the battlefield an extra round and regains 25% of his hit points. After using this ability Chaos immediately uses either War’s Turmoil or one of their spells.
Spells: Homing Laser, Blizzard, Thunder, Aerora, Fira, Temper, Amplification, Teleport, Flare
Astral Flow: Quadrastrike: Chaos makes four attacks against a single enemy within a medium range, each dealing (PWR x 6) + 2d6 physical damage, with each attack being a different element (Lightning, Ice, Fire, then Wind). These attacks deal an additional step of damage for each time Walker of the Wheel was used.
Diabolos
Special: Auto-Flight, Shadow Absorb, Holy Weak
Ability: Forbidden Orb: Diabolos fires an orb of dark energy at a single enemy, dealing (PWR x 11) + 2d6 Shadow damage and inflicting Seal.
Ability: Ruinous Omen: A single creature within medium range is struck by an omen of their demise, taking five additional steps of damage from all sources of damage until the end of combat.
Spells: Hex, Sleep, Twilight, Drain, Escape, Quarter, Demi, Sleepaga, Gravija
Astral Flow: Dark Messenger: Diabolos heralds the impending death of your enemies, reducing their hit points to 10% of their maximum. Any enemy below 10% hit points is instead reduced to 0 hit points. Creatures immune to instant death are immune to this effect.
Exodus
Special: Auto-Shell, Exodus may remain for up to 1 hour before being dismissed.
Ability: Watcher’s Eye: Exodus displays and observes a single 1-mile wide location somewhere in the world, allowing all nearby (including the party) to view that location and events going on there until dismissed. Only a single location can be viewed at a time and the location cannot be changed without first dismissing Exodus.
Ability: Charged Totema: Exodus charges its Unleash Magic astral flow and increases the radius of the location it’s viewing by 25% its initial radius.
Spells: Banish, Flash, Illusion, Escape, Invisible, Nul, Advanced Illusion, Teleport, Nul All
Astral Flow: Magic Exodus: All creatures within the location being viewed by Exodus have their MP reduced to 0 and all buffs dispelled.
Famfrit
Special: Water Resist, Shadow Resist, Holy Vulnerable
Ability: Fear Rain: All enemies in a range of Local are inflicted with Fear. The land within the same range becomes a Water Elemental Field until the end of combat.
Ability: Briny Cannonade: A torrent of water is released from Famfrit’s sealed body, dealing (PWR x 11) + 2d6 water damage to a single creature in medium range.
Spells: Water, Poison, Poisana, Bio, Drown, Watera, Aqua Rake, Watega, Virus
Astral Flow: Tsunami: A tsunami rushes into the battlefield, dealing (PWR x 11) + 2d6 water damage to all enemies within a range of Local.
Hades
Special: Shadow Absorb, Holy Weak
Ability: Bad Faith: A wave of cursed energy fall upon all enemies, dealing (PWR x 5) + 2d6 Shadow damage and giving them a -4 to their next opposed roll, skill check, or attack roll.
Ability: The Dark Devours: The area within a medium range becomes pitch black, inflicting Blind on all creatures standing within range until they are no longer within the area (no opposed roll) and creating a Shadow Elemental Field over the area.
Spells: Bind, Hex, Poison, Bio, Fester, Zombie, Curse, Scourge, Malediction
Astral Flow: Black Cauldron: A wave of water from the river Styx washes over all enemies, inflicting Poison, Confuse, Curse, Fear, Seal, Sleep, Slow, Stop, and Transform.
Hecatoncheir
Special: Unusual Defense: Physical, Lightning Vulnerable. When damaged with a physical attack Hecatoncheir has a 50% chance to retaliate with the Homing Laser spell.
Ability: Chain Cannons: Hecatoncheir fires bullets at all enemies within a Long range, dealing (DEX x 5) + 2d6 physical damage to each of them. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Ability: Piercing Ray: A single, powerful shot is launched from Hecatoncheir against an enemy within Long range, dealing (DEX x 10) + 2d6 physical damage that ignores ARM. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Spells: Homing Laser, Rescue, Self-Destruct, Gravity, Quick, Protect, Drill Shot, Slow, Teleport, Protectra
Astral Flow: Gaian Salvo: A salvo of missiles rains down on the battlefield, dealing (DEX x 13) + 2d6 physical damage to all enemies within a Long range. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Kujata
Special: Earth Resist, Fire Resist, Lightning Resist, Ice Resist, Wind Vulnerable, Water Vulnerable
Ability: The Mountain’s Wake: Kujata moves a Medium range, dealing (RES x 5) + 2d6 physical damage to all creatures they move through and a +4 bonus to break objects that have been moved through.
Ability: Crushing Roll: Kujata rolls over a creature within Short range, dealing (RES x 10) + 2d6 physical damage and inflicting Stun for 1 round.
Spells: Quickening, Revenge, Stoneskin, Protect, Quick, Shell, Brave, Haste, Break
Astral Flow: Tetra Disaster: Create a wildfire, thunderstorm, blizzard, and earthquake in quick succession, dealing (PWR x 4) + 2d6 damage with each of the four disasters. These deal fire, lightning, ice, and earth damage respectively.
Lakshmi
Special: Holy Immune, Shadow Vulnerable
Ability: Godly Blessing: Lakshmi heals all allies for (MND x 5) + 2d6 hit points and increases their PWR, RES, DEX, and MND by 4 until the end of combat.
Ability: Vril: A single creature has an orb of light removed from them within medium range, dealing (PWR x 5) + 2d6 Holy damage that ignores M.ARM. This orb of light remains until the end of battle, allowing a single ally to use an Instant action to regain (MND x 5) hit points.
Spells: Cure, Dia, Faith, Cura, Helios, Life, Curaga, Regen, Lifega
Astral Flow: Alluring Embrace: All creatures within a Long range of Lakshmi immediately move into an area within a short range of Lakshmi, then all enemies within short range are struck with a burst of holy light, taking (PWR x 15) + 2d6 holy damage.
Leviathan
Special: Water Immune, Lightning Vulnerable
Ability: Swallow: Leviathan moves up to a medium range and consumes a single target with an opposed force roll, removing them from battle until dismissed. Only one creature may be consumed by Leviathan at a time and Notorious Monsters, Bosses, and Superbosses are immune to this.
Ability: Flood: The area within Local range becomes a Water Element Field as water floods into the area. Enemies within the area take (PWR x 5) + 2d6 water damage.
Spells: Eject, Sleep, Water, Consecrate, Drown, Watera, Sleepaga, Waterga, Stop
Astral Flow: Tidal Wave: A giant wave crashes down upon the battlefield, dealing (PWR x 15) + 2d6 water damage to all enemies within a Long range.
Seraph
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: Angel Feathers: Seraph rains divine feathers on a single enemy within Long range, dealing (PWR x 10) + 2d6 holy damage to them. This ability deals three additional steps of damage for each unconscious ally Seraph has.
Ability: Seraphic Illumination: A heavenly glow fills the battlefield, increasing all healing done until the end of combat by five steps. This is cumulative.
Spells: Blessing, Cure, Dia, Cura, Helios, Life, Curaga, Esuna, Lifega
Astral Flow: Consolation: Seraph ascends to the heavens, healing all allies by (MND x 10) + 2d6 hit points and granting each of them (MND x 5) temporary hit points. If at least one ally is unconscious this also grants all allies the Flight status and if at least half the party is unconscious this grants all allies the Aura status. If only one ally is still conscious this also grants them the Auto-Life status.
Susano
Special: Water Immune, Ice Vulnerable
Ability: Yasakani-no-Magatama: Susano’s jewel strikes a target within medium range with a droplet of empowered water, dealing (PWR x 15) + 2d6 water damage. This damage is split evenly amongst all enemies within a short range of the target.
Ability: Yata-no-Kagami: Susano uses his mirrored shield to shine piercing light onto a single target within medium range, dealing (PWR x 11) + 2d6 holy damage and inflicting a medium range knockback.
Spells: Blessing, Purify, Water, Drown, Temper, Watera, Reflect, Wateraga, Armistice
Astral Flow: Ame-no-Murakumo: Susano slams a giant sword into a single target within medium range, dealing (PWR x 25) + 2d6 physical damage.
Tritoch
Special: Auto-Flight, Wind Immune, Ice Weak
Ability: Rainbow Wing: Tritoch launches a colored beam of light at an enemy within medium range, dealing (PWR x 10) + 2d6 damage. This beam of light deals either Fire, Ice, Lightning, Earth, Water, or Wind damage (your choice).
Ability: Illusion Dust: Multicolored dust rains on all enemies within a medium range, inflicting the Confuse and Seal status effects.
Spells: Fire, Ice, Thunder, Aerora, Stonera, Watera, Addle, Advanced Illusion, Nuke
Astral Flow: Mirage Disaster: Tritoch brings an illusion to life with its rainbow wings, inflicting (MND x 15) + 2d6 points of Non-Elemental damage to all enemies within a medium range.
Tsukuyomi
Special: Auto-Flight, Holy Vulnerable, Shadow Resist
Ability: Midnight Haze: All creatures within a short range are surrounded by haze that deals (PWR x 3) + 2d6 Non-Elemental damage and inflicts both Blind and Charm.
Ability: Selenomancy: Tsukuyomi calls upon the moon’s power, causing a specific damaging effect based on the current phase of the moon:
Astral Flow: Nightbloom: Tsukuyomi creates a burst of moonlight that deals (PWR x 10) points of shadow damage to all enemies within a medium range and causes them to be under the effects of the Doomsday spell.
Typhon
Special: Auto-Flight, Wind Resist, Ice Vulnerable
Ability: Disintegration: Typhon disintegrates the defenses of its enemies, reducing their ARM and M.ARM scores to 0 until the end of combat.
Ability: Call Ultros: Ultros appears in the battle with the same amount of hit points as Typhon and acts immediately. On its turn, Ultros makes attacks against a single enemy within a short range, dealing (PWR x 8) + 2d6 physical damage. This ability may only be used a single time before Typhon is dismissed and both Typhon and Ultros are dismissed at the same time.
Spells: Aero, Eject, Rescue, Aerora, Drain, Escape, Aeroga, Confuse, Tornado
Astral Flow: Snort: A single creature is removed from combat completely, launched into the sky and sending them anywhere within (PWR x 10) miles away to a location of Typhon’s choosing.
Zona Seeker
Special: Auto-Flight, Unusual Defense: Magic
Ability: Magic Boost: Magical attacks deal an additional two steps of damage until the end of the current combat.
Ability: Infirmity: Enemies within medium range take (PWR x 6) + 2d6 Non-Elemental damage and cannot regain hit points until the end of combat.
Spells: Meteorite, Poison, Ruse, Aspir, Drain, Wall, Comet, Ultrawaves, X-Zone
Astral Flow: Magic Shield: The party is inflicted with Reflect until the end of combat and their M.ARM scores become inverted, making them empower magic damage reflected by them by an amount equal to their M.ARM score.
Special: Auto-Shell, Holy Immune, Shadow Weak. When summoned a d6 is rolled, with Asura showing a different face based on the roll: 1 and 2 are Serenity, 3 and 4 are Happy, and 5 and 6 are Angry.
Ability: Face of the Divine: Asura bestows a single buff on herself and the party which lasts until the end of combat (or until used in the case of Auto-Life), hitting them even while they are removed from combat. Serenity bestows Aura, Happy bestows Auto-Life, and Angry bestows Protect.
Ability: Face of the Destroyer: Asura strikes a single target in short range with her sword, dealing (PWR x 12) + 2d6 physical damage. Serenity deals Ice element damage, Happy deals Lightning element damage, and Angry deals Fire element damage.
Spells: Cure, Faith, Purify, Fira, Blizzara, Thundara, Esuna, Curaga, Armistice
Astral Flow: Miracle: Asura rains healing energy on the party as they re-enter battle, restoring (MND x 10) + 2d6 HP, removing all negative status effects, and bestowing Shell on them until the end of combat.
Cerberus
Special: Shadow Immune, Holy Vulnerable
Ability: Tri-Bite: Each of Cerberus’ heads bite a creature in short range, dealing (PWR x 3) + 2d6 physical damage and inflicting Stop with each of these attacks.
Ability: Counter Rockets: All three of Cerberus’ heads launch a beam of energy into the sky, raining down a different magical spell on the battlefield. Each of these spells must be a different spell that either Cerberus or a conscious member of the party can cast.
Spells: Fire, Poison, Twilight, Drain, Fester, Fira, Arise, Death, Doomsday
Astral Flow: Triple: For the rest of combat the party may cast up to three spells in a single round. Casting spells in this way is a Slow action.
Chaos
Special: Auto-Flight, Fire Resist, Wind Resist, Ice Vulnerable, Holy Vulnerable. If Chaos is killed the summoner regains a point of Destiny.
Ability: War’s Turmoil: Chaos spins his blades, dealing (PWR x 6) + 2d6 physical damage to all enemies within a short range.
Ability: Walker of the Wheel: By spending 1 point of Destiny Chaos remains on the battlefield an extra round and regains 25% of his hit points. After using this ability Chaos immediately uses either War’s Turmoil or one of their spells.
Spells: Homing Laser, Blizzard, Thunder, Aerora, Fira, Temper, Amplification, Teleport, Flare
Astral Flow: Quadrastrike: Chaos makes four attacks against a single enemy within a medium range, each dealing (PWR x 6) + 2d6 physical damage, with each attack being a different element (Lightning, Ice, Fire, then Wind). These attacks deal an additional step of damage for each time Walker of the Wheel was used.
Diabolos
Special: Auto-Flight, Shadow Absorb, Holy Weak
Ability: Forbidden Orb: Diabolos fires an orb of dark energy at a single enemy, dealing (PWR x 11) + 2d6 Shadow damage and inflicting Seal.
Ability: Ruinous Omen: A single creature within medium range is struck by an omen of their demise, taking five additional steps of damage from all sources of damage until the end of combat.
Spells: Hex, Sleep, Twilight, Drain, Escape, Quarter, Demi, Sleepaga, Gravija
Astral Flow: Dark Messenger: Diabolos heralds the impending death of your enemies, reducing their hit points to 10% of their maximum. Any enemy below 10% hit points is instead reduced to 0 hit points. Creatures immune to instant death are immune to this effect.
Exodus
Special: Auto-Shell, Exodus may remain for up to 1 hour before being dismissed.
Ability: Watcher’s Eye: Exodus displays and observes a single 1-mile wide location somewhere in the world, allowing all nearby (including the party) to view that location and events going on there until dismissed. Only a single location can be viewed at a time and the location cannot be changed without first dismissing Exodus.
Ability: Charged Totema: Exodus charges its Unleash Magic astral flow and increases the radius of the location it’s viewing by 25% its initial radius.
Spells: Banish, Flash, Illusion, Escape, Invisible, Nul, Advanced Illusion, Teleport, Nul All
Astral Flow: Magic Exodus: All creatures within the location being viewed by Exodus have their MP reduced to 0 and all buffs dispelled.
Famfrit
Special: Water Resist, Shadow Resist, Holy Vulnerable
Ability: Fear Rain: All enemies in a range of Local are inflicted with Fear. The land within the same range becomes a Water Elemental Field until the end of combat.
Ability: Briny Cannonade: A torrent of water is released from Famfrit’s sealed body, dealing (PWR x 11) + 2d6 water damage to a single creature in medium range.
Spells: Water, Poison, Poisana, Bio, Drown, Watera, Aqua Rake, Watega, Virus
Astral Flow: Tsunami: A tsunami rushes into the battlefield, dealing (PWR x 11) + 2d6 water damage to all enemies within a range of Local.
Hades
Special: Shadow Absorb, Holy Weak
Ability: Bad Faith: A wave of cursed energy fall upon all enemies, dealing (PWR x 5) + 2d6 Shadow damage and giving them a -4 to their next opposed roll, skill check, or attack roll.
Ability: The Dark Devours: The area within a medium range becomes pitch black, inflicting Blind on all creatures standing within range until they are no longer within the area (no opposed roll) and creating a Shadow Elemental Field over the area.
Spells: Bind, Hex, Poison, Bio, Fester, Zombie, Curse, Scourge, Malediction
Astral Flow: Black Cauldron: A wave of water from the river Styx washes over all enemies, inflicting Poison, Confuse, Curse, Fear, Seal, Sleep, Slow, Stop, and Transform.
Hecatoncheir
Special: Unusual Defense: Physical, Lightning Vulnerable. When damaged with a physical attack Hecatoncheir has a 50% chance to retaliate with the Homing Laser spell.
Ability: Chain Cannons: Hecatoncheir fires bullets at all enemies within a Long range, dealing (DEX x 5) + 2d6 physical damage to each of them. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Ability: Piercing Ray: A single, powerful shot is launched from Hecatoncheir against an enemy within Long range, dealing (DEX x 10) + 2d6 physical damage that ignores ARM. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Spells: Homing Laser, Rescue, Self-Destruct, Gravity, Quick, Protect, Drill Shot, Slow, Teleport, Protectra
Astral Flow: Gaian Salvo: A salvo of missiles rains down on the battlefield, dealing (DEX x 13) + 2d6 physical damage to all enemies within a Long range. This damage is increased by one step against enemies a Medium range away and two steps against enemies a Long range away.
Kujata
Special: Earth Resist, Fire Resist, Lightning Resist, Ice Resist, Wind Vulnerable, Water Vulnerable
Ability: The Mountain’s Wake: Kujata moves a Medium range, dealing (RES x 5) + 2d6 physical damage to all creatures they move through and a +4 bonus to break objects that have been moved through.
Ability: Crushing Roll: Kujata rolls over a creature within Short range, dealing (RES x 10) + 2d6 physical damage and inflicting Stun for 1 round.
Spells: Quickening, Revenge, Stoneskin, Protect, Quick, Shell, Brave, Haste, Break
Astral Flow: Tetra Disaster: Create a wildfire, thunderstorm, blizzard, and earthquake in quick succession, dealing (PWR x 4) + 2d6 damage with each of the four disasters. These deal fire, lightning, ice, and earth damage respectively.
Lakshmi
Special: Holy Immune, Shadow Vulnerable
Ability: Godly Blessing: Lakshmi heals all allies for (MND x 5) + 2d6 hit points and increases their PWR, RES, DEX, and MND by 4 until the end of combat.
Ability: Vril: A single creature has an orb of light removed from them within medium range, dealing (PWR x 5) + 2d6 Holy damage that ignores M.ARM. This orb of light remains until the end of battle, allowing a single ally to use an Instant action to regain (MND x 5) hit points.
Spells: Cure, Dia, Faith, Cura, Helios, Life, Curaga, Regen, Lifega
Astral Flow: Alluring Embrace: All creatures within a Long range of Lakshmi immediately move into an area within a short range of Lakshmi, then all enemies within short range are struck with a burst of holy light, taking (PWR x 15) + 2d6 holy damage.
Leviathan
Special: Water Immune, Lightning Vulnerable
Ability: Swallow: Leviathan moves up to a medium range and consumes a single target with an opposed force roll, removing them from battle until dismissed. Only one creature may be consumed by Leviathan at a time and Notorious Monsters, Bosses, and Superbosses are immune to this.
Ability: Flood: The area within Local range becomes a Water Element Field as water floods into the area. Enemies within the area take (PWR x 5) + 2d6 water damage.
Spells: Eject, Sleep, Water, Consecrate, Drown, Watera, Sleepaga, Waterga, Stop
Astral Flow: Tidal Wave: A giant wave crashes down upon the battlefield, dealing (PWR x 15) + 2d6 water damage to all enemies within a Long range.
Seraph
Special: Auto-Flight, Holy Immune, Shadow Weak
Ability: Angel Feathers: Seraph rains divine feathers on a single enemy within Long range, dealing (PWR x 10) + 2d6 holy damage to them. This ability deals three additional steps of damage for each unconscious ally Seraph has.
Ability: Seraphic Illumination: A heavenly glow fills the battlefield, increasing all healing done until the end of combat by five steps. This is cumulative.
Spells: Blessing, Cure, Dia, Cura, Helios, Life, Curaga, Esuna, Lifega
Astral Flow: Consolation: Seraph ascends to the heavens, healing all allies by (MND x 10) + 2d6 hit points and granting each of them (MND x 5) temporary hit points. If at least one ally is unconscious this also grants all allies the Flight status and if at least half the party is unconscious this grants all allies the Aura status. If only one ally is still conscious this also grants them the Auto-Life status.
Susano
Special: Water Immune, Ice Vulnerable
Ability: Yasakani-no-Magatama: Susano’s jewel strikes a target within medium range with a droplet of empowered water, dealing (PWR x 15) + 2d6 water damage. This damage is split evenly amongst all enemies within a short range of the target.
Ability: Yata-no-Kagami: Susano uses his mirrored shield to shine piercing light onto a single target within medium range, dealing (PWR x 11) + 2d6 holy damage and inflicting a medium range knockback.
Spells: Blessing, Purify, Water, Drown, Temper, Watera, Reflect, Wateraga, Armistice
Astral Flow: Ame-no-Murakumo: Susano slams a giant sword into a single target within medium range, dealing (PWR x 25) + 2d6 physical damage.
Tritoch
Special: Auto-Flight, Wind Immune, Ice Weak
Ability: Rainbow Wing: Tritoch launches a colored beam of light at an enemy within medium range, dealing (PWR x 10) + 2d6 damage. This beam of light deals either Fire, Ice, Lightning, Earth, Water, or Wind damage (your choice).
Ability: Illusion Dust: Multicolored dust rains on all enemies within a medium range, inflicting the Confuse and Seal status effects.
Spells: Fire, Ice, Thunder, Aerora, Stonera, Watera, Addle, Advanced Illusion, Nuke
Astral Flow: Mirage Disaster: Tritoch brings an illusion to life with its rainbow wings, inflicting (MND x 15) + 2d6 points of Non-Elemental damage to all enemies within a medium range.
Tsukuyomi
Special: Auto-Flight, Holy Vulnerable, Shadow Resist
Ability: Midnight Haze: All creatures within a short range are surrounded by haze that deals (PWR x 3) + 2d6 Non-Elemental damage and inflicts both Blind and Charm.
Ability: Selenomancy: Tsukuyomi calls upon the moon’s power, causing a specific damaging effect based on the current phase of the moon:
- New Moon: (PWR x 15) + 2d6 Shadow damage to a single creature in short range.
- Crescent Moon: (PWR x 13) + 2d6 Shadow damage to a single creature in long range.
- Quarter Moon: (PWR x 8) + 2d6 Shadow damage to all enemies in a short range.
- Gibbous Moon: (PWR x 7) + 2d6 Shadow damage to all enemies in a medium range.
- Full Moon: (PWR x 6) + 2d6 Shadow damage to all enemies in a local range.
Astral Flow: Nightbloom: Tsukuyomi creates a burst of moonlight that deals (PWR x 10) points of shadow damage to all enemies within a medium range and causes them to be under the effects of the Doomsday spell.
Typhon
Special: Auto-Flight, Wind Resist, Ice Vulnerable
Ability: Disintegration: Typhon disintegrates the defenses of its enemies, reducing their ARM and M.ARM scores to 0 until the end of combat.
Ability: Call Ultros: Ultros appears in the battle with the same amount of hit points as Typhon and acts immediately. On its turn, Ultros makes attacks against a single enemy within a short range, dealing (PWR x 8) + 2d6 physical damage. This ability may only be used a single time before Typhon is dismissed and both Typhon and Ultros are dismissed at the same time.
Spells: Aero, Eject, Rescue, Aerora, Drain, Escape, Aeroga, Confuse, Tornado
Astral Flow: Snort: A single creature is removed from combat completely, launched into the sky and sending them anywhere within (PWR x 10) miles away to a location of Typhon’s choosing.
Zona Seeker
Special: Auto-Flight, Unusual Defense: Magic
Ability: Magic Boost: Magical attacks deal an additional two steps of damage until the end of the current combat.
Ability: Infirmity: Enemies within medium range take (PWR x 6) + 2d6 Non-Elemental damage and cannot regain hit points until the end of combat.
Spells: Meteorite, Poison, Ruse, Aspir, Drain, Wall, Comet, Ultrawaves, X-Zone
Astral Flow: Magic Shield: The party is inflicted with Reflect until the end of combat and their M.ARM scores become inverted, making them empower magic damage reflected by them by an amount equal to their M.ARM score.
Rank 4
Anima
Special: Auto-Stop, Holy Weak, Shadow Immune, Break Damage Limit
Ability: Pain: Anima sacrifices 25% of its hit points to resonate with Pain, making all enemies within a Medium range take (PWR x 15) + 2d6 Non-Elemental damage. This damage ignores M.ARM.
Ability: Aetherial Pull: Aether is drawn to Anima’s body, causing a single enemy within Medium range loses (PWR x 10) + 2d6 MP. Anima regains hit points equal to the damage dealt.
Spells: Banish, Bind, Twilight, Drain, Fester, Gravity, Death, Demi, Scourge, Doomsday, Gravija
Astral Flow: Oblivion: As a Slow action Anima drains all Destiny from its summoner, reducing their Destiny to 0. It then unleashes a series of sixteen hits against all enemies within medium range, dealing a total of (PWR x 16) + 2d6 physical damage to them, plus sixteen additional steps of damage per point of destiny drained in this way.
Ark
Special: Auto-Flight, Holy Vulnerable, Wind Vulnerable, Shadow Absorb. Ark can also be summoned as a Flying Vehicle without abilities if the summoner chooses to do so, remaining until dismissed or entering combat mode for 3 rounds as an Instant action.
Ability: Lapis Lazuli: A gemstone is summoned into battle with (RES x 15) hit points. While the gemstone exists both Ark and the party deal five additional steps of damage with attacks.
Ability: Photon: A burst of energy strikes a single target within Long range for (PWR x 15) + 2d6 Non-Elemental damage.
Spells: Aero, Bind, Rescue, Bio, Gravity, Wall, Amplification, Drill Shot, Magnetite Cloud, Flare, Rasp
Astral Flow: Eternal Darkness: The dragon head on the ark opens up, unleashing a wave of dark energy that deals (PWR x 20) + 2d6 Shadow damage to all enemies within a medium range.
Doomtrain
Special: Vehicle, Shadow Immune, Fire Resist, Holy Weak
Ability: Forbidden Engineering: A cursed piece of equipment is forged within the fires of Doomtrain’s engine, being left behind when it is dismissed and lasting until the end of the chapter. This equipment has the Glowing and Auto-Curse properties on top of its other properties and is of an item tier appropriate to the level of the summoner. Only a single piece of equipment made in this way can be wielded by the party at any given time; making a second piece of equipment reduces the first one to ash.
Ability: Fear Sparks: Doomtrain travels dangerously close to one creature within Long range, dealing (PWR x 15) + 2d6 lightning damage and inflicting Fear.
Spells: Homing Laser, Quickening, Rescue, Bio, Melt, Quick, Condemned, Haste, Scourge, Black Hole, Doomsday
Astral Flow: Runaway Train: Doomtrain rams at high speed into a single creature, dealing (PWR x 30) + 2d6 physical damage and inflicting Virus, Silence, Confuse, Blind, and Zombie (no opposed roll required).
Gilgamesh
Special: Gilgamesh can be summoned by spending anywhere between 1-5 points of Destiny. If 5 Destiny is spent, he has Break Damage Limit.
Ability: Enkidu: Gilgamesh summons an Aerial green Standard Monster that is of the party’s level that is vulnerable to ice and resists wind damage. This monster can either use a basic physical attack or specific wind spells based on the amount of Destiny spent (Aero with at least 1 destiny spent, Aerora with 2, Aeroga with 3, Tornado with 4, and White Wind with 5). Enkidu can only be summoned by Gilgamesh once per combat.
Ability: Weapon Master: Gilgamesh makes a single weapon attack against a creature (generally) within Short range using a specific weapon based on how much Destiny was used to summon him:
Astral Flow: Bitter End: Gilgamesh proceeds to make a weapon attack against enemies using each of the party’s weapons and each of his own, going from the weakest weapon up to the strongest. Each weapon can be used against a different target and these attacks can miss.
Maduin
Special: Wind Resist, Earth Resist, Holy Resist, Water Vulnerable, Shadow Vulnerable
Ability: Paling Seal: Maduin summons a large wooden spike that has 25% of his maximum hit points. While this spike is alive all enemies in combat are under the effects of the Seal status effect, even if they would normally be immune to it.
Ability: Terra Homing: Maduin becomes more bestial in nature, growing a lion’s mane and claws that he uses to slash and imprison a creature within medium range with holy energy. The creature takes (10 x PWR) + 2d6 physical damage of the holy element and is inflicted with Stun.
Spells: Aero, Bind, Stone, Aerora, Protect, Stonera, Aeroga, Disable, Stonega, Quake, Stop
Astral Flow: Chaos Wave: A wave of chaotic energy damages all enemies within medium range, dealing (PWR x 15) + 2d6 Non-Elemental damage. This damage is unreflectable, ignores M.ARM, and cannot be reduced or avoided in any way.
Magus Sisters
Special: Multiple Parts (Cindy has 50% of the summon’s total hit points while both Sandy and Mindy have 25% of the hit points)
Ability: Coven Spell: Each of the Magus Sisters uses a specific spell as follows and in order:
Astral Flow: Delta Attack: If all three sisters are still alive they attack all enemies within medium range using crystalized energy, dealing (PWR x 30) + 2d6 Non-Elemental damage. If all three sisters are not alive then this attack fails.
Midgardsormr
Special: Earth Immune, Wind Vulnerable
Ability: Stone Bite: Midgardsormr lunges at an enemy in medium range, dealing (PWR x 12) + 2d6 physical damage and inflicting Petrify.
Ability: Flick: The tail of Midgardsormr is used to smack a single enemy in short range, dealing (PWR x 6) + 2d6 physical damage and causing them to fly into the air suffering both Long range knockback and falling back to the ground, dealing 50% of their current HP in damage.
Spells: Poison Breath, Stone, Stoneskin, Melt, Stonera, Temper, Addle, Off-Guard, Stonega, Quake, Stop
Astral Flow: Abyssal Maw: Midgardsormr consumes the earth itself nearby, destroying all objects within medium range, leaving a giant crater in its wake, and dealing (PWR x 20) + 2d6 earth damage to any enemies in the area.
Phoenix
Special: Auto-Flight, Fire Immune, Holy Immune, Water Weak
Ability: Heatwave: Phoenix conjures a wall of flame that burns away incoming projectiles until they are dismissed as though they are under the effects of the Wall spell. In addition enemies within a Short range take (PWR x 8) + 2d6 points of fire damage.
Ability: Rekindle: Phoenix ignites the life force of all allies, restoring (MND x 6) + 2d6 hit points to the party and granting them Regen. This Regen effect happens even when they are not on the battlefield.
Spells: Cure, Fire, Flash, Cura, Fira, Life, Curaga, Firaga, Regen, Flare, Lifega
Astral Flow: Flames of Rebirth: Phoenix showers the battlefield in divine flame, burning all enemies within medium range with (PWR x 10) + 2d6 points of fire damage, or holy damage if the target is vulnerable or weak to holy. From the ashes left behind from this flame all unconscious allies rise up, fully regaining their hit points.
Shinryu
Special: Auto-Flight
Ability: Devil Claw: Shinryu uses a large claw to slash at a single enemy within medium range, dealing (PWR x 15) + 2d6 physical damage.
Ability: Aetherial Disaster: Shinryu uses a Slow action to summon forth the Astral Flow ability of either Bismarck, Garuda, Ifrit, Ramuh, Shiva, or Titan, dealing (PWR x 10) + 2d6 damage to all enemies within a medium range. The damage can be of the Water, Wind, Fire, Lightning, Ice, or Earth element.
Spells: Aerora, Blizzara, Fira, Protect, Shell, Stonera, Thundera, Watera, Zombie, Flight, Nuke
Astral Flow: Aerial Blast: A whirling, elemental tornado appears, causing short range knockback to all enemies within medium range and dealing (PWR x 15) + 2d6 damage to them. The damage dealt can be of any type of Shinryu’s choosing, usually deciding upon the element that would deal the most possible damage to each creature.
Zeromus
Special: Holy Resist, Shadow Resist, Magic Counter: Flare
Ability: Cosmic Shake: Zeromus absorbs all positive status effects on creatures within medium range. For each positive status effect a creature loses they are afflicted with either Armor Break, Power Break, Speed Break, or Magic Break (no opposed roll required).
Ability: Lunar Malice: A point of Destiny is spent by Zeromus’ summoner for Zeromus to summon a grand meteor, dealing (PWR x 25) + 2d6 points of Non-Elemental damage to all enemies within a medium range.
Spells: Blank Gaze, Enervate, Meteorite, Bio, Gravity, Quarter, Comet, Degenerator, Demi, Black Hole, Flare
Astral Flow: Big Bang: A single target within Long range has their very atoms explode, dealing (PWR x 40) + 2d6 Non-Elemental damage to them. If this reduces the target to 0 hit points they are reduced to fine particles, killed outright without a chance of revival.
Special: Auto-Stop, Holy Weak, Shadow Immune, Break Damage Limit
Ability: Pain: Anima sacrifices 25% of its hit points to resonate with Pain, making all enemies within a Medium range take (PWR x 15) + 2d6 Non-Elemental damage. This damage ignores M.ARM.
Ability: Aetherial Pull: Aether is drawn to Anima’s body, causing a single enemy within Medium range loses (PWR x 10) + 2d6 MP. Anima regains hit points equal to the damage dealt.
Spells: Banish, Bind, Twilight, Drain, Fester, Gravity, Death, Demi, Scourge, Doomsday, Gravija
Astral Flow: Oblivion: As a Slow action Anima drains all Destiny from its summoner, reducing their Destiny to 0. It then unleashes a series of sixteen hits against all enemies within medium range, dealing a total of (PWR x 16) + 2d6 physical damage to them, plus sixteen additional steps of damage per point of destiny drained in this way.
Ark
Special: Auto-Flight, Holy Vulnerable, Wind Vulnerable, Shadow Absorb. Ark can also be summoned as a Flying Vehicle without abilities if the summoner chooses to do so, remaining until dismissed or entering combat mode for 3 rounds as an Instant action.
Ability: Lapis Lazuli: A gemstone is summoned into battle with (RES x 15) hit points. While the gemstone exists both Ark and the party deal five additional steps of damage with attacks.
Ability: Photon: A burst of energy strikes a single target within Long range for (PWR x 15) + 2d6 Non-Elemental damage.
Spells: Aero, Bind, Rescue, Bio, Gravity, Wall, Amplification, Drill Shot, Magnetite Cloud, Flare, Rasp
Astral Flow: Eternal Darkness: The dragon head on the ark opens up, unleashing a wave of dark energy that deals (PWR x 20) + 2d6 Shadow damage to all enemies within a medium range.
Doomtrain
Special: Vehicle, Shadow Immune, Fire Resist, Holy Weak
Ability: Forbidden Engineering: A cursed piece of equipment is forged within the fires of Doomtrain’s engine, being left behind when it is dismissed and lasting until the end of the chapter. This equipment has the Glowing and Auto-Curse properties on top of its other properties and is of an item tier appropriate to the level of the summoner. Only a single piece of equipment made in this way can be wielded by the party at any given time; making a second piece of equipment reduces the first one to ash.
Ability: Fear Sparks: Doomtrain travels dangerously close to one creature within Long range, dealing (PWR x 15) + 2d6 lightning damage and inflicting Fear.
Spells: Homing Laser, Quickening, Rescue, Bio, Melt, Quick, Condemned, Haste, Scourge, Black Hole, Doomsday
Astral Flow: Runaway Train: Doomtrain rams at high speed into a single creature, dealing (PWR x 30) + 2d6 physical damage and inflicting Virus, Silence, Confuse, Blind, and Zombie (no opposed roll required).
Gilgamesh
Special: Gilgamesh can be summoned by spending anywhere between 1-5 points of Destiny. If 5 Destiny is spent, he has Break Damage Limit.
Ability: Enkidu: Gilgamesh summons an Aerial green Standard Monster that is of the party’s level that is vulnerable to ice and resists wind damage. This monster can either use a basic physical attack or specific wind spells based on the amount of Destiny spent (Aero with at least 1 destiny spent, Aerora with 2, Aeroga with 3, Tornado with 4, and White Wind with 5). Enkidu can only be summoned by Gilgamesh once per combat.
Ability: Weapon Master: Gilgamesh makes a single weapon attack against a creature (generally) within Short range using a specific weapon based on how much Destiny was used to summon him:
- Excalipoor: With at least 1 Destiny spent Gilgamesh slashes an enemy with this weak blade, dealing (PWR x 1) + 2d6 physical damage.
- Naginata: With at least 2 Destiny spent Gilgamesh uses a stabbing strike, dealing (PWR x 5) + 2d6 physical damage with a chance to critically hit on a roll of 11-12.
- Signature Slash: With at least 3 Destiny spent Gilgamesh then uses the signature weapon from any of the main Final Fantasy games’ main characters, dealing (PWR x 10) + 2d6 physical damage. This attack can hit an Aerial target or target within Long range without penalty.
- Masamune: With at least 4 Destiny spent the Masamune is used, dealing (PWR x 15) + 2d6 physical damage and inflicting short range knockback.
- Excalibur: With at least 5 Destiny spent the Excalibur is revealed in all its glory, dealing (PWR x 20) + 2d6 physical holy damage.
Astral Flow: Bitter End: Gilgamesh proceeds to make a weapon attack against enemies using each of the party’s weapons and each of his own, going from the weakest weapon up to the strongest. Each weapon can be used against a different target and these attacks can miss.
Maduin
Special: Wind Resist, Earth Resist, Holy Resist, Water Vulnerable, Shadow Vulnerable
Ability: Paling Seal: Maduin summons a large wooden spike that has 25% of his maximum hit points. While this spike is alive all enemies in combat are under the effects of the Seal status effect, even if they would normally be immune to it.
Ability: Terra Homing: Maduin becomes more bestial in nature, growing a lion’s mane and claws that he uses to slash and imprison a creature within medium range with holy energy. The creature takes (10 x PWR) + 2d6 physical damage of the holy element and is inflicted with Stun.
Spells: Aero, Bind, Stone, Aerora, Protect, Stonera, Aeroga, Disable, Stonega, Quake, Stop
Astral Flow: Chaos Wave: A wave of chaotic energy damages all enemies within medium range, dealing (PWR x 15) + 2d6 Non-Elemental damage. This damage is unreflectable, ignores M.ARM, and cannot be reduced or avoided in any way.
Magus Sisters
Special: Multiple Parts (Cindy has 50% of the summon’s total hit points while both Sandy and Mindy have 25% of the hit points)
Ability: Coven Spell: Each of the Magus Sisters uses a specific spell as follows and in order:
- Cindy: Casts Amplification on Mindy, increasing her magical potency.
- Sandy: Casts Reflect on Cindy.
- Mindy: Casts any other spell the Magus sisters know, targeting Cindy and reflecting the single target spell at all enemies.
- Cindy: Camisade: Cindy slashes her scythe, dealing (PWR x 3) + 2d6 water damage to all enemies within a short range.
- Sandy: Passado: Sandy throws her daggers in a cyclone of wind, dealing (PWR x 3) + 2d6 wind damage to all enemies within a short range.
- Mindy: Razzia: Mindy spins her staff, dealing (PWR x 3) + 2d6 fire damage to all enemies within a short range.
Astral Flow: Delta Attack: If all three sisters are still alive they attack all enemies within medium range using crystalized energy, dealing (PWR x 30) + 2d6 Non-Elemental damage. If all three sisters are not alive then this attack fails.
Midgardsormr
Special: Earth Immune, Wind Vulnerable
Ability: Stone Bite: Midgardsormr lunges at an enemy in medium range, dealing (PWR x 12) + 2d6 physical damage and inflicting Petrify.
Ability: Flick: The tail of Midgardsormr is used to smack a single enemy in short range, dealing (PWR x 6) + 2d6 physical damage and causing them to fly into the air suffering both Long range knockback and falling back to the ground, dealing 50% of their current HP in damage.
Spells: Poison Breath, Stone, Stoneskin, Melt, Stonera, Temper, Addle, Off-Guard, Stonega, Quake, Stop
Astral Flow: Abyssal Maw: Midgardsormr consumes the earth itself nearby, destroying all objects within medium range, leaving a giant crater in its wake, and dealing (PWR x 20) + 2d6 earth damage to any enemies in the area.
Phoenix
Special: Auto-Flight, Fire Immune, Holy Immune, Water Weak
Ability: Heatwave: Phoenix conjures a wall of flame that burns away incoming projectiles until they are dismissed as though they are under the effects of the Wall spell. In addition enemies within a Short range take (PWR x 8) + 2d6 points of fire damage.
Ability: Rekindle: Phoenix ignites the life force of all allies, restoring (MND x 6) + 2d6 hit points to the party and granting them Regen. This Regen effect happens even when they are not on the battlefield.
Spells: Cure, Fire, Flash, Cura, Fira, Life, Curaga, Firaga, Regen, Flare, Lifega
Astral Flow: Flames of Rebirth: Phoenix showers the battlefield in divine flame, burning all enemies within medium range with (PWR x 10) + 2d6 points of fire damage, or holy damage if the target is vulnerable or weak to holy. From the ashes left behind from this flame all unconscious allies rise up, fully regaining their hit points.
Shinryu
Special: Auto-Flight
Ability: Devil Claw: Shinryu uses a large claw to slash at a single enemy within medium range, dealing (PWR x 15) + 2d6 physical damage.
Ability: Aetherial Disaster: Shinryu uses a Slow action to summon forth the Astral Flow ability of either Bismarck, Garuda, Ifrit, Ramuh, Shiva, or Titan, dealing (PWR x 10) + 2d6 damage to all enemies within a medium range. The damage can be of the Water, Wind, Fire, Lightning, Ice, or Earth element.
Spells: Aerora, Blizzara, Fira, Protect, Shell, Stonera, Thundera, Watera, Zombie, Flight, Nuke
Astral Flow: Aerial Blast: A whirling, elemental tornado appears, causing short range knockback to all enemies within medium range and dealing (PWR x 15) + 2d6 damage to them. The damage dealt can be of any type of Shinryu’s choosing, usually deciding upon the element that would deal the most possible damage to each creature.
Zeromus
Special: Holy Resist, Shadow Resist, Magic Counter: Flare
Ability: Cosmic Shake: Zeromus absorbs all positive status effects on creatures within medium range. For each positive status effect a creature loses they are afflicted with either Armor Break, Power Break, Speed Break, or Magic Break (no opposed roll required).
Ability: Lunar Malice: A point of Destiny is spent by Zeromus’ summoner for Zeromus to summon a grand meteor, dealing (PWR x 25) + 2d6 points of Non-Elemental damage to all enemies within a medium range.
Spells: Blank Gaze, Enervate, Meteorite, Bio, Gravity, Quarter, Comet, Degenerator, Demi, Black Hole, Flare
Astral Flow: Big Bang: A single target within Long range has their very atoms explode, dealing (PWR x 40) + 2d6 Non-Elemental damage to them. If this reduces the target to 0 hit points they are reduced to fine particles, killed outright without a chance of revival.
Rank 5
Alexander
Special: Break Damage Limit, Holy Absorb, Shadow Weak, Auto-Protect
Ability: Holy Bastion: All allies become immune to negative status effects and percentage damage until the end of combat and gain Protect, Shell, and Regen.
Ability: Justice: A beam of holy energy rains down on a single enemy within Long range, dealing (PWR x 20) + 2d6 holy damage. This deals 10 additional steps of damage for each creature that enemy has rendered unconscious during this combat.
Spells: Banish, Dia, Flash, Protect, Shell, Wall, Angel’s Snack, Magnetite Cloud, Reflect, Armistice, Barrier, Holy
Astral Flow: Divine Judgement: A multitude of angel wings appear behind Alexander that all fold inwards, creating a ball of sacred energy. This ball then explodes into countless streaks of light, raining upon all enemies within a medium range for (PWR x 40) + 2d6 Holy damage.
Atomos
Special: Break Damage Limit, Holy Weak, Shadow Immune
Ability: Spawn Voidsent: 2d6 Lesser Fiend type monsters equal to the party’s level are summoned within a Medium range. These monsters are weak to Holy, immune to Shadow, and have the Flight ability. They only have a single attack, dealing (PWR x Quarter-Level) + 2d6 physical damage on a hit. These Fiends loosely obey the commands of the summoner of Atomos, however they often attempt to leave and create chaos and destruction in their wake.
Ability: G-Force 199: All enemies within a Local range have their hit points reduced by 99%. Notorious Monsters, Bosses, and Superbosses are immune to this.
Spells: Eject, Meteorite, Twilight, Aspir, Drain, Gravity, Death, Demi, Disable, Black Hole, X-Zone, Warp
Astral Flow: Wormhole: All creatures and objects within a Local range are teleported anywhere of the summoner’s choosing. This teleportation can even be used to traverse dimensions or planets. Travel in this way causes things to fall violently to the ground, dealing 50% of each target’s hit points in damage, though Notorious Monsters, Bosses, and Superbosses are immune.
Bahamut
Special: Auto-Flight, Break Damage Limit
Ability: Impulse: Bahamut unleashes a wave of magical energy, dealing (PWR x 10) + 2d6 Non-Elemental damage to all enemies within a Local range.
Ability: Ascendant Flare: Bahamut’s Megaflare deals 20 additional steps of damage. This is cumulative until the end of combat.
Spells: Enervate, Eject, Twilight, Aspir, Melt, Temper, Berserk, Brave, Comet, Flare, Nuke, Supernova
Astral Flow: Megaflare: The dragon king soars into low atmosphere, leaving the planet completely then unleashes a beam of pure magical energy. The blast sends the catastrophic vortex of magic back through the clouds, propelled into the earth with the force of a detonation large enough to be seen on the horizon from thousands of miles away. When the smoke clears, all that remains is a great crater with all enemies in medium range suffering (PWR x 40) + 2d6 points of Non-Elemental damage from this mighty attack.
Eden
Special: Auto-Flight, Break Damage Limit
Ability: Aetheric Flood: Eden expels a flood of aspected Aether onto the Local area, transforming all creatures it touches. The battlefield becomes an Elemental Field of the element of the summoner’s choice, all creatures within the area permanently become immune to that elemental field’s damage type, and all creatures within the area become permanently weak to a different element. The physical appearance and mental disposition of all touched by energy in this way change as well, depending on what type of Aether they were flooded with.
Ability: Devour: Eden absorbs a single creature within medium range that is at 25% or fewer hit points on an opposed roll, sharing their energy with the one that summoned them. The summoner of Eden permanently gains a +1 in the highest attribute of the absorbed creature, however this cannot exceed the normal attribute score cap.
Spells: Aeroga, Blizzaga, Firaga, Stonega, Thundaga, Waterga, X-Zone, Wall Change
Astral Flow: Eternal Breath: Eden gathers and unleashes the energy of creation on a single point, making and collapsing a miniature galaxy within a single enemy that disintegrates and condenses them from the inside, dealing (PWR x 80) + 2d6 points of Non-Elemental damage and ignoring M.ARM.
Eulogia
Special: Break Damage Limit, Attribute Bonus: +3 PWR, RES, DEX, and MND
Ability: Eudaimon Eorzea: At the start of the next 12 rounds all enemies within Long Range take (PWR x 5) + 2d6 points of Non-Elemental damage. This lasts even when Eulogia is no longer summoned.
Ability: Weapon of the Twelve: Eulogia manifests of the weapons from the Twelve, using one of the following attacks:
Astral Flow: The Whorl: 12 constellations from the sky rain beams of light onto the battlefield, each dealing (PWR x 5) + 2d6 points of Non-Elemental Magical Damage to a single creature within a Local range.
Hydaelyn
Special: Break Damage Limit, Holy Absorb, Shadow Weak. After summoning Hydaelyn the summoner has one of their senses permanently empowered, able to peer into the past of a creature it is interacting with. While peering into the past in this way the summoner is Stunned.
Ability: Mothercrystal: Hydaelyn’s power is bestowed onto those who see her as a savior, reducing the Destiny cost of all allies by 1 until the end of combat. This is cumulative, cannot be used for summoning, and cannot be used to gain any permanent bonuses.
Ability: Lightwave: A wave of radiant light floods the battlefield, dealing (MND x 10) + 2d6 holy damage to all enemies within a medium range.
Spells: Banish, Bind, Faith, Consecrate. Life, Nul, Advanced Illusion, Curaga, Esuna, Aura, Diaga, Full-Life
Astral Flow: Convictive Exodus: A sword made of pure light is summoned that Hydaelyn uses to pierce a single creature or object, dealing (PWR x 80) + 2d6 physical holy damage. If this reduces a target to 0 hit points their Aether is shattered, becoming split into 2d6 + 1 beings with their levels distributed evenly amongst each new being and no recollection as to what they originally were.
Knights of the Round
Special: Swarm, Break Damage Limit
Ability: Physical Gambit: The King calls upon two of his knights to do a specific physical attack, chosen from the following:
Odin
Special: Break Damage Limit, Shadow Absorb, Holy Weak. Counterattack: Rift Slip. Odin is mounted upon his horse, Sleipnir, allowing him to move up to a Long Range when using movement.
Ability: Gungnir: Odin throws his lance at a single enemy, dealing (PWR x 20) + 2d6 physical Shadow damage and removing any buffs currently active on the target.
Ability: Rift Slip: Odin and Sleipnir immediately move up to a Long range before crashing into a creature and all other enemies within a short range of them by teleporting through a rift in space, dealing (PWR x 10) + 2d6 physical Shadow damage and ignoring ARM.
Spells: Elemental Spikes, Hex, Twilight, Drain, Escape, Quarter, Curse, Death, Scourge, Doomsday, Malediction, Shadow Flare
Astral Flow: Zantetsuken: The sky above the summoner becomes darker as Odin draws his sword and readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes, inflicting dire damage and possibly slicing his foes in two. All enemies in a Local range make an opposed roll, becoming instantly killed if they fail it. Notorious monsters, bosses, superbosses, and other creatures immune to instant death instead take (PWR x 40) + 2d6 physical damage.
Sin
Special: Break Damage Limit, Water Absorb, Lightning Weak, Unusual Defense: Physical, Auto-Aura
Ability: Sinspawn: Sin summons 4 Lesser aquatic creatures within a medium range of itself, repeating this 1d6 times. These creatures are the same level as the summoner, can take basic actions to attack, and can cast Water, Watera, and Watega. As an Instant action Sin can absorb one of these creatures to regain hit points equal to its level.
Ability: Sin Toxin: All creatures within short range of Sin are absorbed and expelled by it, gaining either the Berserk, Charmed, or Confusion status effect permanently until the Esuna spell is used on that creature and suffering medium range knockback.
Spells: Eject, Illusion, Water, Protect, Shell, Watera, Addle, Advanced Illusion, Waterga, Break, Mystify, Warp
Astral Flow: Giga-Graviton: The gravity magic holding Sin together is unleashed, creating cataclysmic damage across a Local area, dealing (PWR x 20) + 2d6 physical damage to creatures within it and immediately destroying any machines or technology within range.
Zirconiade
Special: Break Damage Limit, Auto-Flight, Non-Elemental Absorb. Zirconiade’s HP and attributes are based on the attributes of the entire party. Add the party’s PWR for Zirconiade’s total PWR, RES for Zirconiade’s total RES, DEX for Zirconiade’s total DEX, and MND for Zirconiade’s total MND. Zirconiade’s HP is equal to five times the sum of Ziconiade’s total RES score plus the party’s average level.
Ability: Support Blast: Zirconiade sends out four orbs of energy with different properties:
Spells: All spells known by the party.
Astral Flow: World Burner: Zirconiade creates a massive rain of energy upon a Local area, dealing (PWR x 20) + 2d6 magical Non-Elemental damage to living creatures within it. All creatures killed by this ability have their energy returned to the planet, restoring the land and filling it with plantlife within the area as though it was untouched by civilization for a number of years equal to 10 times the amount of creatures killed.
Zodiark
Special: Break Damage Limit, Auto-Flight, Shadow Absorb, Holy Weak. Zodiark sacrifices any number of allies when summoned, killing them outright to gain Destiny equal to the amount of allies sacrificed. Zodiark may spend points of Destiny to delay its dismissal by the amount of Destiny spent.
Ability: Convocation’s Soul: The spirits of those killed by Zodiark deal (PWR x 10) + 2d6 points of Non-Elemental damage to all enemies within a Local range. Zodiark may spend points of Destiny to increase his power by 10 for each destiny expended before the damage of this ability happens. This power increase only lasts for this attack.
Ability: Apomnemoneumata: Zodiark manipulates time itself, inflicting Slow and Stop on all enemies within a Local range and Haste on all allies within a Local range.
Spells: Banish, Faith, Twilight, Drain, Gravity, Quarter, Demi, Disable, Scourge, Black Hole, X-Zone, Divination
Astral Flow: Final Eclipse: Zodiark creates a pattern of 2d6 stars that rains upon the battlefield, each one dealing 100 Shadow damage to a single target within a local range that ignores M.ARM. Any remaining Destiny Zodiark has is used when Final Eclipse activates, summoning 1d6 more stars for each point of destiny spent.
Special: Break Damage Limit, Holy Absorb, Shadow Weak, Auto-Protect
Ability: Holy Bastion: All allies become immune to negative status effects and percentage damage until the end of combat and gain Protect, Shell, and Regen.
Ability: Justice: A beam of holy energy rains down on a single enemy within Long range, dealing (PWR x 20) + 2d6 holy damage. This deals 10 additional steps of damage for each creature that enemy has rendered unconscious during this combat.
Spells: Banish, Dia, Flash, Protect, Shell, Wall, Angel’s Snack, Magnetite Cloud, Reflect, Armistice, Barrier, Holy
Astral Flow: Divine Judgement: A multitude of angel wings appear behind Alexander that all fold inwards, creating a ball of sacred energy. This ball then explodes into countless streaks of light, raining upon all enemies within a medium range for (PWR x 40) + 2d6 Holy damage.
Atomos
Special: Break Damage Limit, Holy Weak, Shadow Immune
Ability: Spawn Voidsent: 2d6 Lesser Fiend type monsters equal to the party’s level are summoned within a Medium range. These monsters are weak to Holy, immune to Shadow, and have the Flight ability. They only have a single attack, dealing (PWR x Quarter-Level) + 2d6 physical damage on a hit. These Fiends loosely obey the commands of the summoner of Atomos, however they often attempt to leave and create chaos and destruction in their wake.
Ability: G-Force 199: All enemies within a Local range have their hit points reduced by 99%. Notorious Monsters, Bosses, and Superbosses are immune to this.
Spells: Eject, Meteorite, Twilight, Aspir, Drain, Gravity, Death, Demi, Disable, Black Hole, X-Zone, Warp
Astral Flow: Wormhole: All creatures and objects within a Local range are teleported anywhere of the summoner’s choosing. This teleportation can even be used to traverse dimensions or planets. Travel in this way causes things to fall violently to the ground, dealing 50% of each target’s hit points in damage, though Notorious Monsters, Bosses, and Superbosses are immune.
Bahamut
Special: Auto-Flight, Break Damage Limit
Ability: Impulse: Bahamut unleashes a wave of magical energy, dealing (PWR x 10) + 2d6 Non-Elemental damage to all enemies within a Local range.
Ability: Ascendant Flare: Bahamut’s Megaflare deals 20 additional steps of damage. This is cumulative until the end of combat.
Spells: Enervate, Eject, Twilight, Aspir, Melt, Temper, Berserk, Brave, Comet, Flare, Nuke, Supernova
Astral Flow: Megaflare: The dragon king soars into low atmosphere, leaving the planet completely then unleashes a beam of pure magical energy. The blast sends the catastrophic vortex of magic back through the clouds, propelled into the earth with the force of a detonation large enough to be seen on the horizon from thousands of miles away. When the smoke clears, all that remains is a great crater with all enemies in medium range suffering (PWR x 40) + 2d6 points of Non-Elemental damage from this mighty attack.
Eden
Special: Auto-Flight, Break Damage Limit
Ability: Aetheric Flood: Eden expels a flood of aspected Aether onto the Local area, transforming all creatures it touches. The battlefield becomes an Elemental Field of the element of the summoner’s choice, all creatures within the area permanently become immune to that elemental field’s damage type, and all creatures within the area become permanently weak to a different element. The physical appearance and mental disposition of all touched by energy in this way change as well, depending on what type of Aether they were flooded with.
Ability: Devour: Eden absorbs a single creature within medium range that is at 25% or fewer hit points on an opposed roll, sharing their energy with the one that summoned them. The summoner of Eden permanently gains a +1 in the highest attribute of the absorbed creature, however this cannot exceed the normal attribute score cap.
Spells: Aeroga, Blizzaga, Firaga, Stonega, Thundaga, Waterga, X-Zone, Wall Change
Astral Flow: Eternal Breath: Eden gathers and unleashes the energy of creation on a single point, making and collapsing a miniature galaxy within a single enemy that disintegrates and condenses them from the inside, dealing (PWR x 80) + 2d6 points of Non-Elemental damage and ignoring M.ARM.
Eulogia
Special: Break Damage Limit, Attribute Bonus: +3 PWR, RES, DEX, and MND
Ability: Eudaimon Eorzea: At the start of the next 12 rounds all enemies within Long Range take (PWR x 5) + 2d6 points of Non-Elemental damage. This lasts even when Eulogia is no longer summoned.
Ability: Weapon of the Twelve: Eulogia manifests of the weapons from the Twelve, using one of the following attacks:
- As Above, so Below: Ghostly light fills the Local area, preventing HP and MP regeneration for enemies within the range until the end of combat.
- Byregot Strike: A huge hammer crushes a single foe within Long range, causing Instant Death. If a creature is immune, this instead deals (PWR x 20) +2d6 physical damage to them.
- Hand of the Destroyer: A giant fist lands on all enemies within a Short Range of one another, dealing (PWR x 10) + 2d6 physical damage to each of them.
- Hydrostasis: Bubbles of water surround up to 1d6 creatures within Long range, inflicting Stun to each of them.
- Hieroglyphika: Inflict Stop on all enemies within Long range with no opposed roll with runes that appear on the ground below them.
- Love’s Light: The moon shines light onto the battlefield, inflicting Charm upon each enemy in a Local range.
- Matron’s Breath: A wave of plantlife spreads across the battlefield, granting all allies Aura and Auto-Life when they return to the battlefield.
- Soaring Minuet: An uplifting song fills the area, granting all allies Haste and Flight when they return to the battlefield.
- Solar Fans: Fans are used to concentrate powerful sunlight onto a point, inflicting (PWR x 20) + 2d6 magical fire damage to a single enemy within Long Range.
- Time and Tide: Time and space warp, interrupting all Slow actions currently being used by enemies within Long Range and knocking all enemies back a Short Range with no opposed roll.
- Thousandfold Thrust: Sacred lances rain onto the battlefield, hitting all enemies in a Local range for (PWR x 5) + 2d6 physical Holy damage. This attack critically hits on a roll of 10-12.
- Torrential Tridents: Three watery tridents rain onto the battlefield, each striking a creature within Long Range for (PWR x 7) + 2d6 magical water damage.
Astral Flow: The Whorl: 12 constellations from the sky rain beams of light onto the battlefield, each dealing (PWR x 5) + 2d6 points of Non-Elemental Magical Damage to a single creature within a Local range.
Hydaelyn
Special: Break Damage Limit, Holy Absorb, Shadow Weak. After summoning Hydaelyn the summoner has one of their senses permanently empowered, able to peer into the past of a creature it is interacting with. While peering into the past in this way the summoner is Stunned.
Ability: Mothercrystal: Hydaelyn’s power is bestowed onto those who see her as a savior, reducing the Destiny cost of all allies by 1 until the end of combat. This is cumulative, cannot be used for summoning, and cannot be used to gain any permanent bonuses.
Ability: Lightwave: A wave of radiant light floods the battlefield, dealing (MND x 10) + 2d6 holy damage to all enemies within a medium range.
Spells: Banish, Bind, Faith, Consecrate. Life, Nul, Advanced Illusion, Curaga, Esuna, Aura, Diaga, Full-Life
Astral Flow: Convictive Exodus: A sword made of pure light is summoned that Hydaelyn uses to pierce a single creature or object, dealing (PWR x 80) + 2d6 physical holy damage. If this reduces a target to 0 hit points their Aether is shattered, becoming split into 2d6 + 1 beings with their levels distributed evenly amongst each new being and no recollection as to what they originally were.
Knights of the Round
Special: Swarm, Break Damage Limit
Ability: Physical Gambit: The King calls upon two of his knights to do a specific physical attack, chosen from the following:
- The Dark Knight: Channels dark energy into a deadly short range strike that deals (PWR x 10) + 2d6 physical Shadow damage to a single target.
- The Dragoon: Quickly jumps and lands on a single enemy, dealing (PWR x 8) + 2d6 physical damage with the chance to critically strike on a roll of 10-12.
- The Monk: Unleashes a powerful punch in a short range using spiked gauntlets, dealing (PWR x 12) + 2d6 physical damage.
- The Ninja: Throws a quick blade at a target's eyes within Long range, dealing (DEX x 8) + 2d6 physical damage and inflicting both Poison and Blind.
- The Samurai: Draws his sword to quickly slash an enemy in short range, ignoring ARM and dealing (PWR x 8) + 2d6 damage.
- The Warrior: Swings his ax in a wide arc, dealing (PWR x 5) + 2d6 physical damage to all enemies within short range.
- The Black Mage: Casts an empowered Firaga, Thundaga, or Blizzaga, dealing (PWR x 10) + 2d6 elemental damage to a single target in medium range.
- The Blue Mage: Explodes a hidden Blastbomb, dealing damage to all enemies in a Local area equal to 25% of the summoner’s current MP.
- The Geomancer: Uses Geotrance to cast the offensive Geotrance of the current location as though he was level 20.
- The Red Mage: Stabs a target in short range, dealing (DEX x 8) + 2d6 physical damage. This attack then causes the target to explode, dealing (PWR x 4) + 2d6 Non-Elemental damage.
- The Sage: Uses High Magic to cast Flare, dealing (PWR x 12) + 2d6 Non-Elemental damage to a single target in medium range.
- The White Mage: Casts an intense Dia, dealing (PWR x 6) + 2d6 Holy damage each round to the target for the next four rounds and preventing them from gaining the Invisible status.
- The Paladin: The king creates a shining beam of light that inflicts (PWR x 15) + 2d6 Holy damage to a single target in medium range.
Odin
Special: Break Damage Limit, Shadow Absorb, Holy Weak. Counterattack: Rift Slip. Odin is mounted upon his horse, Sleipnir, allowing him to move up to a Long Range when using movement.
Ability: Gungnir: Odin throws his lance at a single enemy, dealing (PWR x 20) + 2d6 physical Shadow damage and removing any buffs currently active on the target.
Ability: Rift Slip: Odin and Sleipnir immediately move up to a Long range before crashing into a creature and all other enemies within a short range of them by teleporting through a rift in space, dealing (PWR x 10) + 2d6 physical Shadow damage and ignoring ARM.
Spells: Elemental Spikes, Hex, Twilight, Drain, Escape, Quarter, Curse, Death, Scourge, Doomsday, Malediction, Shadow Flare
Astral Flow: Zantetsuken: The sky above the summoner becomes darker as Odin draws his sword and readies himself. In a flash, he begins galloping forward, using his momentum to deliver a mighty slash to all foes, inflicting dire damage and possibly slicing his foes in two. All enemies in a Local range make an opposed roll, becoming instantly killed if they fail it. Notorious monsters, bosses, superbosses, and other creatures immune to instant death instead take (PWR x 40) + 2d6 physical damage.
Sin
Special: Break Damage Limit, Water Absorb, Lightning Weak, Unusual Defense: Physical, Auto-Aura
Ability: Sinspawn: Sin summons 4 Lesser aquatic creatures within a medium range of itself, repeating this 1d6 times. These creatures are the same level as the summoner, can take basic actions to attack, and can cast Water, Watera, and Watega. As an Instant action Sin can absorb one of these creatures to regain hit points equal to its level.
Ability: Sin Toxin: All creatures within short range of Sin are absorbed and expelled by it, gaining either the Berserk, Charmed, or Confusion status effect permanently until the Esuna spell is used on that creature and suffering medium range knockback.
Spells: Eject, Illusion, Water, Protect, Shell, Watera, Addle, Advanced Illusion, Waterga, Break, Mystify, Warp
Astral Flow: Giga-Graviton: The gravity magic holding Sin together is unleashed, creating cataclysmic damage across a Local area, dealing (PWR x 20) + 2d6 physical damage to creatures within it and immediately destroying any machines or technology within range.
Zirconiade
Special: Break Damage Limit, Auto-Flight, Non-Elemental Absorb. Zirconiade’s HP and attributes are based on the attributes of the entire party. Add the party’s PWR for Zirconiade’s total PWR, RES for Zirconiade’s total RES, DEX for Zirconiade’s total DEX, and MND for Zirconiade’s total MND. Zirconiade’s HP is equal to five times the sum of Ziconiade’s total RES score plus the party’s average level.
Ability: Support Blast: Zirconiade sends out four orbs of energy with different properties:
- An orb that deals (PWR x 8) + 2d6 magical Non-Elemental damage to a creature within long range.
- An orb that removes (RES x 8) + 2d6 ARM from a single target until the end of combat.
- An orb that deals (DEX x 8) + 2d6 physical Non-Elemental damage to a creature within long range.
- An orb that removes (MND x 8) + 2d6 M.ARM from a single target until the end of combat.
Spells: All spells known by the party.
Astral Flow: World Burner: Zirconiade creates a massive rain of energy upon a Local area, dealing (PWR x 20) + 2d6 magical Non-Elemental damage to living creatures within it. All creatures killed by this ability have their energy returned to the planet, restoring the land and filling it with plantlife within the area as though it was untouched by civilization for a number of years equal to 10 times the amount of creatures killed.
Zodiark
Special: Break Damage Limit, Auto-Flight, Shadow Absorb, Holy Weak. Zodiark sacrifices any number of allies when summoned, killing them outright to gain Destiny equal to the amount of allies sacrificed. Zodiark may spend points of Destiny to delay its dismissal by the amount of Destiny spent.
Ability: Convocation’s Soul: The spirits of those killed by Zodiark deal (PWR x 10) + 2d6 points of Non-Elemental damage to all enemies within a Local range. Zodiark may spend points of Destiny to increase his power by 10 for each destiny expended before the damage of this ability happens. This power increase only lasts for this attack.
Ability: Apomnemoneumata: Zodiark manipulates time itself, inflicting Slow and Stop on all enemies within a Local range and Haste on all allies within a Local range.
Spells: Banish, Faith, Twilight, Drain, Gravity, Quarter, Demi, Disable, Scourge, Black Hole, X-Zone, Divination
Astral Flow: Final Eclipse: Zodiark creates a pattern of 2d6 stars that rains upon the battlefield, each one dealing 100 Shadow damage to a single target within a local range that ignores M.ARM. Any remaining Destiny Zodiark has is used when Final Eclipse activates, summoning 1d6 more stars for each point of destiny spent.