Demon Summoner Talents

The following talents are available to the Demon Summoner class.

Agi

You send out a fireball which scorches foes.

EXP Cost: 3 EXP

Benefit(s): By spending 1 Magnetite you can launch a small ball of fire as a ranged attack roll (using Dexterity or Charisma, whichever is higher) and deals 2d6 + Charisma points of fire damage. This is a standard action, and the range of the ability is 6 squares.

In addition to this, if damage is successfully dealt to the target of an attack they catch on fire.

This can be taken two additional times; the first time it's taken again it transforms into Agilao and deals 4d6 + Charisma points of fire damage. The second time it's taken again it transforms into Agidyne and deals 8d6 + (Charisma x 1.5) fire damage. Each time this is taken again, add +2 to the Magnetite cost. Lower versions of the ability can be used if a higher version is possessed (for example, if you are able to cast Agilao, you can still cast Agi for the original 1 Magnetite cost).

Bufu

You send out a freezing ball of ice to pelt your foes.

EXP Cost: 3 EXP

Benefit(s): By spending 1 Magnetite you can launch a small ball of ice as a ranged attack roll (using Dexterity or Charisma, whichever is higher) and deals 2d6 + Charisma points of cold damage. This is a standard action, and the range of the ability is 6 squares.

In addition to this, if damage is successfully dealt to the target of an attack a separate attack roll is made against their Fortitude Defense and on a successful hit they move at half speed for 1 round.

This can be taken two additional times; the first time it's taken again it transforms into Bufula and deals 4d6 + Charisma points of cold damage. The second time it's taken again it transforms into Bufudyne and deals 8d6 + (Charisma x 1.5) cold damage. Each time this is taken again, add +2 to the Magnetite cost. Lower versions of the ability can be used if a higher version is possessed (for example, if you are able to cast Bufula, you can still cast Bufu for the original 1 Magnetite cost).

Demon Charge

Your demon's fury allows it to land more strikes in after rushing into combat.

EXP Cost: 6 EXP

Benefit(s): Your Demon can make a full-round attack after a charge, using all of its natural weapons in the attack.

Demon's Resilience

You can use your Demon's vitality to rescue you in a pinch.

EXP Cost: 3 EXP

Benefit(s): When you are struck by an attack, you can choose to instead have the damage transfer to your Demon. This damage is unaffected by the Demon's DR or Resistances. This cannot be done the other way around (dealing damage to you instead of your Demon).

Gram Slice

You slash your opponent with such force that it causes them to perform worse.

EXP Cost: 3 EXP

Benefit(s): As a standard action you can make a single melee attack against a foe within your reach. On a successful hit, you deal damage as normal and the opponent struck takes a -2 penalty to their attacks and Reflex Defense for 1d4+1 rounds.

Healing Bay

Your COMP is a comfortable device for your demon, allowing them to recover while not summoned.

EXP Cost: 5 EXP

Benefit(s): While your Demon is desummoned it gains fast healing 5. After 1 minute any effects (such as paralysis, blindness, or poison) are removed from the Demon. If your Demon is slain and you have this talent, they become available 4 hours later instead of 24 hours later, however when summoned they are at half HP and unable to recover HP from this talent until the remaining 20 hours have passed.

Healing Bay, Greater

The healing capabilities of your COMP are greatly enhanced.

EXP Cost: 8 EXP

Prerequisite(s): Healing Bay

Benefit(s): This functions as Healing Bay except the desummoned Demon gains Fast Healing 10, and after 10 rounds any effects (such as paralysis, blindness, or poison) are removed from the Demon.

Healing Comp

You're able to heal yourself and allies using your COMP.

EXP Cost: 4 EXP

Prerequisite(s): Healing Bay

Benefit(s): As a standard action you can use your COMP's healing bay feature on yourself. For a number of rounds equal to your Charisma, you can grant yourself or anyone you touch fast healing equal to that of your COMP's. This can be used once per day.

Magna

You send out a ball of dripping, hazardous acid.

EXP Cost: 3 EXP

Benefit(s): By spending 1 Magnetite you can launch a small ball of acid as a ranged attack roll (using Dexterity or Charisma, whichever is higher) and deals 2d6 + Charisma points of acid damage. This is a standard action, and the range of the ability is 6 squares.

On a successful hit, they continue to take the minimum damage for 1d4+1 rounds after.

This can be taken two additional times; the first time it's taken again it transforms into Magnara and deals 4d6 + Charisma points of acid damage. The second time it's taken again it transforms into Magnadyne and deals 8d6 + (Charisma x 1.5) acid damage. Each time this is taken again, add +2 to the Magnetite cost. Lower versions of the ability can be used if a higher version is possessed (for example, if you are able to cast Magnara, you can still cast Magna for the original 1 Magnetite cost).

Prefix: Spread

By adding the prefix "Ma-" or sometimes "Mar-" in the middle of casting, you change your effect into a multi-target attack.

EXP Cost: 5 EXP

Benefit(s): When casting one of the following spells, you can spend an additional 3 Magnetite to make it a 6 square cone instead of a ranged attack; Agi becomes Maragi, Bufu becomes Mabufu, Magna becomes Mamagna, Zio becomes Mazio, and Zan becomes Mazan. On a miss, you deal half damage instead.

Spell Sharing

You and your Demon are able to simultaneously cast spells together.

EXP Cost: 2 EXP

Benefit(s): You and your Demon can both cast spells you know, using your MP pool to do so. Your Demon is also able to use the following abilities by spending your Magnetite; Agi, Bufu, Magna, Zio, and Zan.

Swift Summoning

You are able to quickly swipe on your COMP, summoning your Demon into combat.

EXP Cost: 4 EXP

Benefit(s): Once per encounter you can summon your Demon as a swift action instead of a move action.

Zan

You can send out a ball of force to blast foes.

EXP Cost: 3 EXP

Benefit(s): By spending 1 Magnetite you can launch a small ball of wind as a ranged attack roll (using Dexterity or Charisma, whichever is higher) and deals 2d6 + Charisma points of sonic damage. This is a standard action, and the range of the ability is 6 squares.

In addition to this, if damage is successfully dealt to the target of an attack a separate attack is made against their Fortitude Defense. On a successful hit, they forcibly move 1 square away from you due to the strong wind pushing them back.

This can be taken two additional times; the first time it's taken again it transforms into Zanma and deals 4d6 + Charisma points of sonic damage. The second time it's taken again it transforms into Zandyne and deals 8d6 + (Charisma x 1.5) sonic damage. Each time this is taken again, add +2 to the Magnetite cost. Lower versions of the ability can be used if a higher version is possessed (for example, if you are able to cast Zanma, you can still cast Zan for the original 1 Magnetite cost).

Zio

You can send out an electric jolt to shock foes.

EXP Cost: 3 EXP

Benefit(s): By spending 1 Magnetite you can launch a small ball of electricity as a ranged attack roll (using Dexterity or Charisma, whichever is higher) and deals 2d6 + Charisma points of electricity damage. This is a standard action, and the range of the ability is 6 squares.

In addition to this, if damage is successfully dealt to the target of an attack a separate attack is made against their Fortitude Defense. On a successful hit, they suffer a -4 to any Strength or Dexterity checks (including attack rolls) for 1 round due to the electricity causing them to shake.

This can be taken two additional times; the first time it's taken again it transforms into Zionga and deals 4d6 + Charisma points of electricity damage. The second time it's taken again it transforms into Ziodyne and deals 8d6 + (Charisma x 1.5) electricity damage. Each time this is taken again, add +2 to the Magnetite cost. Lower versions of the ability can be used if a higher version is possessed (for example, if you are able to cast Zionga, you can still cast Zio for the original 1 Magnetite cost).