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Summoner: Job And Ability List Part 2
Bravely Second

Summoner: Job And Ability List Part 2

Learn about bravely second Summoner abilities like Convert MP, Summoning Level 1-5, and Summoning Surge. Convert MP grants 5% MP per damage taken.

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Learn about bravely second Summoner abilities like Convert MP, Summoning Level 1-5, and Summoning Surge. Convert MP grants 5% MP per damage taken.

Convert MP (Specialty):

Each time the user takes damage, they gain MP equal to 5% of the damage. This ability does not trigger for poison or freeze damage. If your Summoner sustains 100 damage, they will gain 5 MP.

Level 1: Summoning Level 1

Type: Command
Cost: 40 MP

Enables the use of Summon Magic: Hresvelgr and Deux Ex. Hresvelgr deals heavy wind damage to all enemies, while Deux Ex does the same with lightning. Both are great for wiping out enemy mobs but are a massive drain on MP, not recommended early on when Ethers are expensive.

Level 2: Summoning Level 2

Type: Command
Cost: 40 MP

Enables the use of Summon Magic: Ziusudra’s Sin and Promethean Fire. These are the water and fire versions of the previous spells. By this stage, you can likely afford more Ethers, but the high MP cost is still off-putting.

Level 3: Summon Substitute

Type: Support
Cost: 1 slot

When the user is KO’d, a random Summon Magic is triggered without consuming MP. This does not trigger when KO’d by poison or freeze. Useful early on when you have few support abilities, but outclassed later on unless you’re using a build that relies on getting KO’d.

Level 4: MP 20% Up

Type: Support
Cost: 1 slot

Increases the user’s Maximum MP by 20%. This helps offset the high cost of Summon Magic and is also useful for other spell-casters or healers.

Level 5: Summoning Level 3

Type: Command
Cost: Girtablulu: 40 MP; Charybdis: 60 MP

Enables the use of Summon Magic: Girtablulu and Charybdis. Girtablulu is the earth version of previous Summon Magic. It can be combined with Spellcraft like Dart and Mist to punish bosses, though this further increases MP consumption. Charybdis drops all enemies’ Physical Attack and Magical Attack by 50% (down to a minimum of 75%) for 4 turns. It’s expensive but a neat way of enfeebling enemies.

Level 6: Convert MP

Type: Support
Cost: 1 slot

Each time the user takes damage, they gain MP equal to 5% of the damage. This does not trigger for poison or freeze damage. This ability is only really good because it’s free for Summoners; otherwise, it’s pricey for other jobs. For more MP, using Thief’s Steal Mind or Red Mage’s Aspir is better, or waiting for an Exorcist.

Level 7: Summon in Pinch

Type: Support
Cost: 1 slot

When the user’s HP falls to critical levels (below 20%), a random Summon Magic will trigger without consuming MP. This does not trigger for poison/freeze damage. It’s slightly better than Summon Substitute but too unreliable to use normally.

Level 8: Summoning Amp

Type: Support
Cost: 2 slots

Increases the damage and MP cost of Summon Magic by 1.25 times. This ability makes Summon Magic more expensive and costs 2 ability slots. It’s vaguely useful if aiming for bigger numbers, but better 2-slot abilities exist.

Level 9: Summoning Level 4

Type: Command
Cost: 60 MP

Enables the use of Summon Magic: Susano-o and Amaterasu. Susano-o is the dark version of previous offensive Summon Magic, with higher damage output. Amaterasu restores a gargantuan amount of HP to all party members (or the equivalent damage towards undead). It’s marginally more expensive than Curaga but often overkill and made redundant by Benediction.

Level 10: Summoning Surge

Type: Support
Cost: 2 slots

Each time the user uses Summon Magic, the damage dealt by all subsequent Summon Magic is increased by 1.1 times (up to 2 times) for the duration of the battle. Summoners are expensive to manage until mid-game, but become easier with abilities like MP Free in a Pinch.

Level 11: Summoning Level 5

Type: Command
Cost: 68 MP

The user can invoke the summoned beasts to maximise one of their stats for 10 turns.

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