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Summon Materia
Topic Started: Nov 24 2008, 03:33 PM (496 Views)
Grendel
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Waterkick (Lv2)
Summon Materia CANNOT be quested for. They are obtained during special events and contests.
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Shiva [0 AP; Diamond Dust]
Description: [None] A small red sphere containing the goddess of Ice. When summoned, one becomes Shiva for the a moment, freezing the area intensely around the targets. The ice then bursts sending small shards in various directions. It is not unavoidable, but really difficult to do so.
Requirements: 55% Alignment or Higher, Summoner Ability and have some Ice related Materia, Accessory or Ability equipped.
Effect: Diamond Dust can deal up to your (4d(Magic)) Ice Damage to all targets. Damage cannot be reduced by armor (Can be reduced by Accessories and Abilities). Follow base Magic system for Accuracy.
Cost: 35 MP

Carbuncle [0 AP; Protective Force]
Description: [None] A small red sphere containing the light green creature of protection. Unlike most Summons, you do not take the form of Carbuncle. Instead. the Magic you use tap into and MP you spend becomes Carbuncle. A transparent green-blue fox-like creature with a red gem on its forehead will form in front of you, letting out a cry as it turns into a protective force around you.
Requirements: A Certain Accessory; Summoner Ability.
Effect: If you are wearing an Emerald , Carbuncle will cast Barrier on you for the rest of the thread. If you are wearing a Moonstone, Carbuncle will cast Shell on you for the rest of the thread. If you are wearing a Diamond, Carbuncle will cast Reflect on you for six posts. If you are wearing a Sapphire, Carbuncle will cast Wall on you for six posts.
Cost: 20 MP

Chocobo [0 AP; Deathblow]
Description: [None] A small red sphere containing the power of "Wark!?" or "Kweh!". When summoned, one becomes a Chocobo for their entire post, increasing their speed and Agility dramatically. All abilities, Materia and Weapons in this state are null. In this state one can do one of two things, Kamikaze themselves into their opponent! or... run away. If one is a Moogle, they do NOT turn into the Chocobo, but instead appear riding the Chocobo instead. One can use this Materia to cross Rivers and the Zolem Swamp.
Requirements: Must have ridden a Chocobo from the Chocobo Farm at some time; Summoner Ability
Effect: Increases Speed and Agility by 40%. No abilities, Materia, Items, Accessories, Weapons or Armor have effects while in the Chocobo State. This includes weight and all status ailments in this state are nulled out until out of the state (Outside of Sleep, Stone and Stop). Damage done by Deathblow is (2d(Strength))
Cost: 15 MP

Moomba [0 AP; Dance of Fury]
Description: [None] A small red sphere containing the power of the Moomba. When summoned, one becomes a Moomba for a post, increasing their Speed and Agility temporarily. All weapons and Armor became a part of the users claws, adding up the total Strength of all of them in this state. With a quick bust of speed, the Moomba is able to attempt one quick strike towards the target.
Effect: Increases Speed and Agility by 10%, Hand to Hand acts as the Skill governing the attack. Attack Damage is (2d(Total Weapon/Armor strength + Strength)). Weight of the Armor and Weapons are nulled during this state along with Abilities, Accessories And Weapon & Armor Effects.
Cost: 20 MP

Alexander [0 AP; Holy Judgment]
Description: [None] A small red sphere containing the Castle Behemoth, Alexander. When summoned, one becomes Alexander for a moment, launching several energy missiles at targets. The energy blasts follow the targets. It is not unavoidable, but really difficult to do so.
Requirements: 80% Alignment or Higher, Summoner Ability and have it equipped in a single slot on a weapon. The slot cannot have a link to another slot.
Effect: Holy Judgment fires one missile at every target for every X AP the Materia has. At 0 AP it fires one missile. Every 100 AP after that it fires another one. It maxes out at 10 Missiles at each target. The missiles do (1d(Magic/2)) damage per missile. Each Missile has a speed of one's Intelligence stat and an Agility of your Casting stat. All missiles deal holy damage. Deals double damage to Undead characters and NPCs.
Cost: 50 MP

Ramuh [0 AP; Judgement Bolt]
Description: [None] A small red sphere with the power of the lightning judge inside. When summoned, the summoner takes on the form of Ramuh for a moment. The earth underneath the summoner raises, until he is at the highest point, above all other targets, and cast down powerful torrents of lightning around all of the opponents. This attack is not unavoidable but very difficult to avoid.
Requirements: 65% Alignment or higher; Summoner ability; Level 2 Thunder Materia learned.
Effect: Judgement Bolt can deal up to (1d(Magic)) damage, although this attack will continue to cast for 3 turns. This attack is an attack on all targets. Damage cannot be reduced by armor. (Can be reduced by accessories and abilities.)
Cost: 50 Mp

Zombie Dragon [Doom of the Living]
Description: [None] A small red sphere containing the decaying power of the zombie dragon. When summoned, one becomes the Zombie Dragon for a post, decaying and killing all the plant and lower animal life in the area. The foul power of the Zombie Dragon is then exerted through its breath at all its targets.
Requirements: 20% Alignment or lower, OR having one of the items from any zombie epic on hand in the thread; Summoner Ability.
Effect: Doom of the Living does (2d(Magic))+50 in damage to all targets. Also causes Poison. Poison cannot be blocked by any ability or technique. It also does a random status effect based on the HP total of the summoner added together (ex. 345 HP comes out to 3+4+5=12. 1+2=3.) HP total of 1 = Sleep, 2 = Blind, 3 = Paralyze/Stun, 4 = Silence, 5 = Confuse, 6 = Stop, 7 = Slow, 8 = Mini, 9 = Cursed. Cursed causes the target to become weak to Holy spells, and take damage from any curative magic/items for the next five posts. After five posts, the Cursed status ends, and cuts their HP in half.
Cost: 50 MP
Edited by Cloud, Jan 14 2010, 09:33 PM.
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