Final Fantasy V
Final Fantasy V

Summon Magic List

Master Final Fantasy V's powerful Summon Magic list. Learn how to acquire devastating offensive and crucial defensive summons to aid your party in battle.

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Summon Magic List

Summon Magic in Final Fantasy V is an incredibly powerful and versatile school of magic, offering both devastating offensive capabilities and crucial defensive support that can dramatically turn the tide of battle. Unlike traditional Black or White Magic, Summons are typically obtained by defeating specific Bosses, completing unique challenges, or interacting with certain story events. Mastering these powerful allies is absolutely crucial for success in your journey across the three worlds.

Acquiring Summons: A Comprehensive Guide

Each summon in Final Fantasy V has a unique method of acquisition, ranging from mandatory boss battles to optional side quests. Paying close attention to these steps will ensure you don't miss any of these valuable spells, as some are easily overlooked.

  • Chocobo: Your very first summon! You'll acquire Chocobo automatically after defeating the Wing Raptor boss at the Wind Shrine early in World 1. This is a mandatory acquisition as part of the main story progression.
    • Acquisition: Automatic after defeating Wing Raptor.
    • Location: Wind Shrine (World 1).
    • Effect: Deals non-elemental damage to a single enemy.
    • Strategy Tip: A basic but reliable early-game attack.
  • Shiva: The Ice Queen. To obtain Shiva, you must defeat her in battle. She is found in the Ship Graveyard in World 1.
    • Acquisition: Defeat as a boss.
    • Location: Ship Graveyard (World 1).
    • Boss Strategy: Shiva is weak to Fire. Equip any Fire-absorbing or Fire-resistant gear you might have (e.g., Flame Ring if you managed to get one early, or use Fire spells/abilities). She primarily uses Ice-elemental attacks.
    • Effect: Deals Ice damage to all enemies.
    • Mandatory/Optional: Mandatory.
  • Ramuh: The Thunder God. Ramuh is not fought, but rather found and convinced to join your party. After the events at the North Mountain in World 1, you can find him.
    • Acquisition: Speak to him multiple times.
    • Location: In the forest patches surrounding Istory Village (World 1). Look for a distinct old man sprite wandering the woods.
    • Step-by-step: After the North Mountain, head to Istory Village. Wander the forest tiles directly outside the village. You'll encounter an old man. Speak to him repeatedly (usually 3-4 times) until he reveals himself as Ramuh and joins you.
    • Effect: Deals Lightning damage to all enemies.
    • Mandatory/Optional: Optional, but highly recommended for early-game elemental coverage.
  • Ifrit: The Fire King. Like Shiva, Ifrit must be defeated in battle. You'll encounter him in the Library of the Ancients in World 1.
    • Acquisition: Defeat as a boss.
    • Location: Library of the Ancients (World 1).
    • Boss Strategy: Ifrit is weak to Ice and Water. Equip Ice-absorbing or resistant gear if possible (e.g., Ice Shield from Worus). Use Ice and Water spells (Blizzard, Aqua Breath if you have it). He primarily uses Fire-elemental attacks.
    • Effect: Deals Fire damage to all enemies.
    • Mandatory/Optional: Mandatory.
  • Titan: The Earth Shaker. Titan is a mandatory boss fight in the Desert of the Shifting Sands in World 1.
    • Acquisition: Defeat as a boss.
    • Location: Desert of the Shifting Sands (World 1).
    • Boss Strategy: Titan is a formidable opponent with powerful physical attacks and Earth Shaker. He is weak to Wind. Consider using the Aero spell or equipping Float to avoid his Earth-based attacks.
    • Effect: Deals Earth damage to all enemies.
    • Mandatory/Optional: Mandatory.
  • Golem: The Protector. Golem is a unique summon acquired through a protection quest. You'll find him under attack by two Iron Claw enemies in the Northern Mountain Cave (also known as the Cave of the Sealed Castle) in World 1, after the second crystal (Water Crystal) shatters.
    • Acquisition: Protect Golem for a set number of turns.
    • Location: Northern Mountain Cave (World 1).
    • Step-by-step: After the Water Crystal shatters, proceed through the Northern Mountain Cave. You'll find Golem being attacked by two Iron Claws. You must protect Golem for 6 turns. Focus on healing Golem (using Potions, Cure spells) and defending your party. The Iron Claws will flee after 6 turns, and Golem will join your side. Do NOT attack Golem.
    • Effect: Provides a powerful physical damage absorbing barrier for your entire party. This is incredibly useful for boss fights with strong physical attacks.
    • Mandatory/Optional: Optional, but highly recommended. Can be missed if you defeat the Iron Claws too quickly or let Golem fall.
  • Siren: The Songstress. Siren is a boss found in the Ship Graveyard in World 1. She is a mandatory encounter.
    • Acquisition: Defeat as a boss.
    • Location: Ship Graveyard (World 1). This is distinct from the Pirate's Hideout.
    • Boss Strategy: Siren has two forms: living and undead. In her living form, she is weak to Poison and can inflict various status ailments (Silence, Sleep). In her undead form, she is weak to Fire and healing spells (e.g., Cure, Phoenix Down will damage her). Be prepared with Remedies, Esuna, or status-healing items. Switching between offensive strategies based on her form is key.
    • Effect: Deals non-elemental damage to all enemies and can inflict Silence.
    • Mandatory/Optional: Mandatory.
  • Carbuncle: The Gemstone Beast. Carbuncle is a boss found in the Ancient Library (also known as the Library of the Ancients) in World 1, after the events at the Fire Crystal.
    • Acquisition: Defeat as a boss.
    • Location: Ancient Library (World 1).
    • Boss Strategy: Carbuncle is known for casting Reflect on himself, bouncing your magic back. He is weak to physical attacks. Focus on strong physical damage dealers (Monk, Knight, Ranger) or use abilities that bypass Reflect, such as Jump or certain Blue Magic spells. Do not use magic on him while Reflect is active.
    • Effect: Casts Reflect on your entire party, bouncing enemy magic back at them for several turns. Incredibly useful for magic-heavy boss fights.
    • Mandatory/Optional: Optional, but highly recommended for its unique defensive utility.
  • Syldra: The Sea Serpent. Syldra is a story-based summon. After the events at the Wind Crystal and the Water Crystal in World 1, Syldra will join your party automatically during a specific cutscene as you sail the seas.
    • Acquisition: Automatic story event.
    • Location: Acquired during a cutscene while sailing the Highwind after the Water Crystal events (World 1).
    • Effect: Deals Wind damage to all enemies.
    • Mandatory/Optional: Mandatory.
  • Leviathan: The Sea Dragon. Leviathan is a powerful summon found much later in the game. You'll encounter him as a boss in the Sunken Worus Tower in World 2.
    • Acquisition: Defeat as a boss.
    • Location: Sunken Worus Tower (World 2). Access to this tower requires the Submarine.
    • Boss Strategy: Leviathan is a tough fight, primarily using Water-elemental attacks like Tsunami. He is weak to Lightning. Equip Water-absorbing gear (Coral Ring, Water Shield) and focus on Lightning-based attacks (Thundaga, Ramuh).
    • Effect: Deals massive Water damage to all enemies.
    • Mandatory/Optional: Optional, but highly recommended for its power.
  • Bahamut: The Dragon King. Bahamut is one of the strongest summons in the game. He is found as a boss atop the North Mountain in World 2.
    • Acquisition: Defeat as a boss.
    • Location: North Mountain (World 2). You will need the Airship to reach the summit.
    • Boss Strategy: Bahamut is a challenging battle, known for his devastating Mega Flare attack. He has no elemental weaknesses. Focus on high-damage physical attacks, strong healing, and defensive buffs. Equipping Reflect Rings can bounce Mega Flare back, but he can also cast Reflect on himself.
    • Effect: Deals devastating non-elemental damage to all enemies.
    • Mandatory/Optional: Optional, but highly recommended for end-game power.
  • Odin: The Allfather. Odin is a boss found in the Fork Tower in World 2.
    • Acquisition: Defeat as a boss within a time limit.
    • Location: Fork Tower (World 2).
    • Boss Strategy: Odin has two attacks: Zantetsuken (instant death to all enemies) and Gungnir (heavy single-target damage). You have a strict 60-second time limit to defeat him. Focus on high-burst damage. He is vulnerable to Slow. Use your strongest physical attacks and magic.
    • Effect: Has a chance to instantly defeat all enemies (Zantetsuken), or deal heavy non-elemental damage to one enemy (Gungnir).
    • Mandatory/Optional: Optional, but highly recommended for its instant death potential.
  • Phoenix: The Firebird. Phoenix is acquired after a touching story event in the Phoenix Tower in World 2.
    • Acquisition: Complete a specific event.
    • Location: Phoenix Tower (World 2).
    • Step-by-step: Navigate the Phoenix Tower, which requires you to use the "Dash" ability (from the Thief job) to avoid falling through certain floors. At the top, you'll witness a cutscene involving an old man and a Phoenix. After the event, Phoenix will join you.
    • Effect: Revives all fallen allies with a portion of their HP and deals Fire damage to all enemies.
    • Mandatory/Optional: Optional, but incredibly useful for its revival capabilities.
  • Exodus: The Earth Elemental. Exodus (often referred to as Exdeath's Soul in some translations) is a secret summon. You'll find him in the Forest of Moore in World 2.
    • Acquisition: Defeat the Seal Guardians and interact with a specific spot.
    • Location: Forest of Moore (World 2).
    • Step-by-step: After the events at the Great Forest of Moore, return to the forest. You will need to defeat four Seal Guardians (each representing an element: Fire, Water, Wind, Earth) scattered throughout the forest. After defeating all four, a glowing spot will appear in the center of the forest. Interact with it to acquire Exodus.
    • Effect: Deals Earth damage to all enemies and can inflict various status ailments.
    • Mandatory/Optional: Optional and easily missable.

Summoner Job Considerations

The Summoner job class is absolutely essential for maximizing the potential of your summons. Not only does it allow you to cast Summon Magic, but its unique Job Abilities significantly enhance their power and utility:

  • Summon Lv. 1-6: These passive abilities, learned as the Summoner gains Job Levels, allow the character to cast summons up to the specified level. Without these, even if you have the summon, you cannot cast it.
  • Call: This command ability (learned at Summoner Job Level 3) increases the power of summons by 25%. This is a significant boost, especially for your strongest summons.
  • Dualcast: A late-game ability (learned at Summoner Job Level 6) that allows a Summoner to cast two spells (including summons) in a single turn. This is incredibly potent for clearing difficult encounters, applying multiple buffs/debuffs, or dealing massive burst damage with two powerful summons.

Consider mastering the Summoner job on at least one character to fully unleash the might of these legendary creatures. A well-placed Dualcast Bahamut or Leviathan can end many boss battles swiftly.