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Summoner Abilities


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Summoner Feature

Summoner Abilities

Level 1

Your own abilities focus on support and enable you to position and outfit your allies for success.

Heroic Abilities

Breaking down your essence into pure power can lead to devastating effects. Your heroic abilities enable you to punctuate your army's efforts.

5-Essence Ability

Choose one heroic ability from the following options, each of which costs 5 essence to use. (Quick Build: Rallying Cry.)

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Main Action

Essence Transfer

You pierce your foe and repurpose some of that 'fiber of their being' they weren't using.

MagicMeleeStrike
Distance
Melee 1
Targets
One creature
Power Roll +Reason
!5 + R corruption damage; 2 charges (see below)
@8 + R corruption damage; 3 charges
#11 + R corruption damage; 4 charges
Effect

You can spend charges to activate one of the following effects. You can activate an effect multiple times. All charges disappear after using this ability.

  • 1 charge: You or an ally within your Summoner's Range can spend a Recovery.
  • 1 charge: You or an ally within your Summoner's Range gain a surge.
  • 2 charges: You call forth a signature minion into an unoccupied space within your Summoner's Range.
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Main Action

Explosive Parade

Your minions swell with energy until they can no longer exist in this realm.

MagicRanged
Distance
Summoner's Range
Targets
Special
Power Roll +Reason
!You summon four signature minions.
@You summon five signature minions.
#You summon six signature minions.
Effect

The minions are summoned within distance regardless of your minion maximum and without organizing them into squads. Each newly summoned minion immediately moves up to their speed toward a creature or object.

If they move adjacent to their target, become targeted by an opportunity attack, or stop moving, they explode, dealing 2 damage to one adjacent creature or object and pushing them 1 square. If a target is affected by two or more minions' explosions, the effects stack. These minions activate no effects upon death, and you gain no essence from their deaths.

Special

In addition to the minions summoned as a part of this ability, you can choose to command any number of your minions within distance, provided they haven't used a main action or maneuver during the turn.

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Maneuver

Distraction Tactics

Your minions do the work to draw the heat away from your allies.

Magic
Distance
Self
Targets
Special
Effect

Until the end of the encounter or until you are dying, each minion under your control during the encounter is the target of the following effect:

The target's strikes can inflict I < WEAK taunted (EoT) to enemies. The potency increases by 1 for each minion that joined the strike.

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Maneuver

Rallying Cry

"Show them what you're made of!"

MagicRanged
Distance
3 burst
Targets
All Allies
Effect

Each target chooses between gaining 2 surges or dealing additional damage equal to your Reason on their next strike.

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Maneuver

Shields of Essence

You call forth protective forces to keep you all from harm.

MagicRanged
Distance
Summoner's Range
Targets
Special
Power Roll +Reason
!Three creatures
@Four creatures
#Five creatures
Effect

Until the end of the encounter, each target can use a free triggered action whenever they take damage to reduce the incoming damage by half and then lose this effect.

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Main Action

Summoner's Sword

You draw your strength from the army you surround yourself with and summon a hot blade of energy and fervor.

MagicMeleeStrike
Distance
Melee 3
Targets
One creature or object
Power Roll +Reason
!R damage
@2 + R damage
#4 + R damage
Effect

This strike deals an additional 2 damage for each ally adjacent to you.

Source: The Summoner · printing 1.0