Conjurer

Conjurers are the remnant spirits of the Twilight Summoners, a widespread group of Rogue Wizards who practiced the forbidden art of conjuration. Before their death, they took a pact of Conjuration, allowing others to summon them, given that he or she who summoned them allows them to continue their summoning in their etherial form.

Basic Passive - Conjuration - The Conjurer has Basic Stat scaling. However, whenever the Conjurer summons a unit, he or she can imbue that unit with any amount of his or her own base stats. For as long as that unit remains alive, the Conjurer has that stat decreased by that much. The Conjurer may also unsummon his or her units at any time, to regain those stats. The Conjurer recovers Hit Points equal to the unsummoned unit's Hit Points. The Conjurer has +5 Max Hit Points for each summoned unit he or she controls.

Basic Spell - Conjure Familiar - 5 AP - 3 MP - The Conjurer summons a Familiar within 10m. That Familiar has a base of 5 in all stats, and has basic attacks that deal 1d6 damage. If Overcast, summons a Greater Familiar instead, with 10 in all stats. OC: 18.

Basic Spell - Conjure Acolyte - 4 AP - 8 MP - The Conjurer summons an Acolyte with 5 of all stats but Intelligence and Dexterity, of which it has 10. If Overcast, the Acolyte has 15 of those stats base instead. The Acolyte can cast the Conjurer's Master's spells.

Ultimate Ability - Conjure Titan - Upon use, the Conjurer summons a titanic manifestation of his or her will within 25m. The Titan gains tripled stat bonuses from the Conjurer imparting stats unto it. Additionally, based on how much of the most of a stat the titan has, it will do additional effects to enemies within 10m when it is summoned. The Titan lasts for 1d4 turns.

Strength - Enemies in the area take 1/4 that much damage.

Agility - Enemies in the area are depleted of 1/3 that much AP.

Endurance - Enemies in the area are sundered for 1/4 that much Spell Resist.

Dexterity - Enemies in the area are drained of 1/3 that much MP.

Charisma - Enemies in the area are Charmed onto the Titan until they take damage next, or the titan disappears.

Insight - Enemies in the area deal 1/3 that much less spell damage with all spells until the Conjurer's next turn.

Intelligence - Enemies in the area take 1/2 that much damage.

Basic Spell - Phantom Double - 2 AP - 3 MP - The Conjurer creates a Phantom double of target conjured unit within 10m. Phantom Doubles' stats are identical to their counterparts, except they have 1 HP. If Overcast, the Phantom Double has half the summoned unit's Max HP instead. OC: 14.