Summoner
April 4, 2017
15:31
The good news: You have some extremely powerful spells - not just in damage, but some amazing support spells.
The bad news: You may encounter MP problems, what elements you can effectively use change as you progress through the game (which will occasionally leave you notably weaker than you'd like).
Strength
-10
Agility
-1
Vitality
-1
Magic
+33
Hands
Knives
Rods
Armor
Light Headgear
Light Armor
Light Accessories
Command
!Summon
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
15
!Summon Lv. 1
No
Magic +13
Enables the use of Summon in any class, starting with just Chocobo, Sylph, and Remora.  As the Summoner job level increases, additional spells are added to this list, as well as increasing the power of the Magic stat transferred.  Remember, characters already in Summoner can use any spell regardless.
2
30
!Summon Lv. 2
No
Magic +18
Adds Shiva, Ramuh, and Ifrit
3
45
!Summon Lv. 3
No
Magic +23
Adds Titan, Golem, and Catoblepas
4
60
!Summon Lv. 4
No
Magic +28
Adds Carbuncle, Syldra, and Odin
5
100
!Summon Lv. 5
No
Magic +33
Adds Phoenix, Leviathan, and Bahamut
6
500
!Call
No
Performs a random Summon spell at no MP Cost.  This is hard to get full use of due to the high number of Summons you'll have available, and you'll want to manually summon when you really need it - but for passing turns without dipping into your MP pool this is an amazing ability.  Note that unlike !Summon, you do not transfer the summoner's magic stat when equipping this as a sub-ability, so it will be less powerful. 
Note that because it uses the summon list you have obtained, avoiding optional early-game summons will make the average power of !Call summons you perform much stronger.  It's up to you if you want to do this.
Success Strategy
You have some of the best offensive spells in the game, especially for clearing random encounters.  To amp it up even further, make sure you equip the corresponding gear to enhance your summons!
Several of the Summon spells can be missed until well past their period of relevance has passed, or missed permanently!  Pay attention to the summon list, and make sure not to miss any (unless you want to skip ones deliberately for !Call purposes, but it's not suggested unless you really know what you're doing).
Summon Magic List
Please remember that spells with a "chance" are affected by Magic Accuracy things - including boss Magic Evade which can make some of these spells a lot worse.  However, you never have to worry about the accuracy of spells without a listed rate.  See the Magic Accuracy mechanics section for information on how it works.
All Summon Magic IGNORES Reflect
Spell
Power
MP
Found
Notes
Chocobo
30
4
Act 1, Walse (Shop)
Act 3, Mirage (If you forgot)
99% chance of non-elemental damage to one enemy
Counts as Physical damage, not Magical
8% chance of using "Fat Chocobo" instead
Fat Chocobo has 75 power and damages all enemies with no chance of missing
Sylph
30
8
Act 1, Walse (Shop)
Act 3, Mirage (If you forgot)
Targets a single enemy
The damage is actually non-elemental.  No, seriously.
Party recovers HP based on the damage done (split between each member)
Remora
--
2
Act 1, Walse (Shop)
Act 3, Mirage (If you forgot)
99% chance of causing Paralysis to one target unless the target is immune
Shiva
38
10
Act 1, Walse Castle's secret tower (Permanently missable!)
Deals ice damage to all enemies
Enhance this spell's damage by equipping an Ice Rod
Ifrit
45
11
Act 1, Ancient Library (Mandatory)
Deals fire damage to all enemies
Enhance this spell's damage by equipping a Fire Rod
Ramuh
53
12
Act 1, Forest near Istory (Random encounter)
Interdimensional Rift, Castle Exterior (Random encounter if missed)
(Remember that you need to use the Ramuh item dropped to actually learn the spell)
Deals thunder damage to all enemies
Enhance this spell's damage by equipping a Bolt Rod
Titan
110
20
Act 1, Meteor near Karnak (Mandatory)
Deals Earth damage to all enemies
Enhance this spell's damage by equipping Gaia Gear
Though this spell can't miss normally, flying/floating enemies will display "Miss" and take no damage
Golem
--
18
Act 2, Drakenvale (Random encounter; defeat other enemies without letting Golem die)
Interdimensional Rift, Cave (As above, if missed)
(If Golem dies in the encounter, you can encounter him again)
Creates a wall that protects the party from physical damage
The wall will absorb all physical hits until it reaches 0 HP, at which point it is dispelled
Casting the spell again before the wall 'dies' resets its HP
The wall's HP is shared between all party members
The Golem Wall has HP = (20 + Level) * 50
It's basically physical damage IMMUNITY for the party until it runs out
And then you can just refresh it
This spell is amazing
Catoblepas
--
33
Act 2, Northwestern forest (Random encounter; permanently missable!)
(Again, use the Catoblepas item to actually learn the spell)
99% of Petrification on one enemy, unless it's immune
Essentially an instant kill
Carbuncle
--
45
Act 2, Exdeath's Castle (Final Visit; permanently missable!)
Places Reflect on the entire party
Syldra
165
32
Act 3, Pirate's Cave after the Pyramid
Deals Wind damage to all enemies
Yes, Wind damage, not Bolt damage
Enhance this spell's power by equipping the Air Lancet
Enhanced, this spell has about the same power as Bahamut(!?!?!)
Odin
255
48
Act 3, Castle Bal
Either casts Gungnir or Zantetsuken
Zantetsuken only occurs if at least one enemy is not Heavy, and based on magic accuracy (80% base)
If Zantetsuken fails to trigger, Gungnir always occurs
Zantetsuken instant kills all non-Heavy enemies instantly, ignoring death immunity
Gungnir deals damage based on 255 Magic Power to all enemies
Gungnir's damage is Physical
Phoenix
105
99
Act 3, Phoenix Tower
The most expensive spell in the game
Deals Fire elemental damage to all enemies
Enhance this spell's power by equipping a Fire Rod or the Wizard Rod
After dealing damage, all dead allies are revived with full HP and MP (!)
Leviathan
195
39
Act 3, Istory Falls
Deals Water elemental damage to all enemies
Cannot be enhanced via any equipment ):
Chemist's !Mix, Elemental Power, is the only way to amplify Water abilities
Bahamut
250
66
Act 3, North Mountain
Deals non-elemental damage to all enemies
Unlike most other Summon spells, this damage can't be enhanced via equipment
Unless the opponent resists Wind, Syldra + Air Lancet is approximately as powerful with less MP Cost