Summoner

"The Summoner is a tactical spellcaster and masterful collector of enchanted cards, each one capable of calling forth powerful spirits, ancient gods, and legendary beasts from a bound grimoire. Drawing their allies from arcane seals and inked runes, the Summoner turns the battlefield into a stage of mythical warfare. They plays their summons like a well-crafted deck—where timing, synergy, and precise strategy determine the scale of their power and the outcome of the fight"

The Summoner owns a Grimoire of Cards, in which they store their summoning cards collected throughout their journey. Each card summons a different being, and they all have differing abilities. These cards are useless until they are magically activated. The Grimoire you hold has the ability to activate these cards. Every night at camp, you must decide which cards you want to activate for the next day, at first being only 1, then 2, and as you level up, they eventually cap out at 5 per day. The following day, the cards may be used to summon whenever you deem best, or all at once if you wish, but once your summon is killed, it will return to the card and will not be able to be used until it is activated again. A Summoner cannot attack on their own, they are completely unarmed. Healing magics only work in halves for summons.

Abilities:

Summon – You select a card to summon. You can only summon in a medium to large radius around yourself. Any summon can move anywhere they want after this.

Draw Phase – You use an action point to channel a higher magic and roll for the chance to use several summon cards at once, and summon them with increased ability for the first 2 turns, at the risk of becoming exhausted and skipping your next turn. This ability is useless if all creatures for your day are already summoned.

Field Placement – You use your grimoire to command all summons to move into a strategic position, like a line in front of you, or surrounding a specific enemy.

Card Synergy (Passive) - If you summon 2 or more summons of the same type or affinity, you will become resistant to damage of that affinity.

Rewind Seal – If one of your summons is at full health, they can be sealed into their cards and not be able to be used again this day, but they will be buffed the next time they are summoned.

Command Link (Reaction) - If you are spotted and drawn into combat, you may trigger a reaction to summon a summon immediately upon the enemy who spotted you, Surprising them and attacking them as the battle starts.

Card Fusion – You merge two types of summons of the same affinity or type into one, bigger and stronger one for 3 turns. After the 3 turns, they will return to their forms and have lowered stats for 2 turns.

Ultimate Ability – Deck Unleashed – You activate a higher magic that allows you to summon any four additional lesser summons from your grimoire for 3 turns, all the while fully healing your existing summons.

Type: Magic DPS

Weapon/Tool: Grimoire of Cards

Origin: Varied

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