The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan. Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.
In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals’ essences, thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.
Or so many believe. The art of the Summoner only differs from the ordinary summonings of arcanists in utilizing the essence of true Primals. If one were brave enough to fight these gods, and win, or even to steal the power from the beast tribes, then the Summoner’s art would be reborn in truth. This would require great physical and mental fortitude, and great knowledge of obscure and occult lore. Summoners, like most users of magic, wear light armor. They rely on their summoned beasts to protect them. Most draw power directly from their spellbooks, diagrams of power allowing them to hurl magical energies at their foes. Some prefer the reliability of ordinary weapons, and most claim that the staves and wands of other mages are crude approximations of true magical control. The rediscovery of summoning magic in the modern day was accomplished originally by the Arcanist’s Guild of Limsa Lominsa, formerly the city’s tax collector’s. What that says about the finances of a city of pirates is left to speculation. This power over spirits was seen as quite useful by the people of Gridania, though they are careful never to offend the elementals by compelling their children to act too far against their wishes. In Ul’dah and Ishgard, most summoners are weapons of war, whether compelled by profit or patriotism.
Awareness, Integrity, Linguistics, Lore, Occult, Resistance, Ride, Survival
A Summoner’s Anima is a mixture of all the aetherial affinities of the beings she is capable of summoning, finally becoming a representation of those creatures at the Iconic level.
For seven motes, the Summoner may order a dematerialized aetherial being to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. The Summoner may also attempt to use her power to force a materialized aetherial being to dematerialize. This is treated as a Withering or Decisive attack, and if it does not push the aetherial being out of the world it will generally lead to the creature voluntarily dematerializing, or attacking.
The Summoner is strongly connected with all the varied abilities of aetherial beings, and so can learn the Charms of any supernatural beings which have the Eclipse keyword for eight experience points each.
For 10 motes, the Summoner may touch the physical remains or focus of an aetherial being, (such as the crystal at the core of an elemental, or a Carbuncle Ruby) conjoining its Essence to her anima. Roll Intelligence + Occult against the creature’s Resolve. If successful, this creates a pact that changes the spirit into her familiar, allowing her to target it with applicable Survival Charms. The bond is incomplete until the Summoner spends an hour tracing the energies of the summoning focus into a glyph within her grimoire. In addition, the Summoner can reflexively summon the creature instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reflexively, for free, returning it to the tides of Essence that suffuse Creation until needed. The Summoner may have up to (Essence+1) familiars bound in this fashion at once . Summoners start the game with at least one familiar bond item, usually a Carbuncle Ruby.
Summoner Class Charms involve channeling the power of the summoned creatures through themselves, and control of aetheric energy.