Summoner
"The dragon, Kida, is my servant. I called her forth from the deep reaches, and empowered her."

Summoners are believed to derive their powers from 'Summoner's Trinkets,' artifacts passed on through their tribes. Espers - such as Nyxx - are particularly potent at summoning, given their connection to celestial pathways (as seen on their body's runes). Esper summoners are even known to go through the portals they create, sometimes never to be seen again.
Summoner Overview
The power of the Summoner must be passed on through another. It is in fact the “Summoner’s Trinket,” given to a person, that enables the summoning of Eidolons. No wizard, regardless of talent or age, has ever been able to summon an Eidolon without being given a Summoner’s Trinket. Even those who have forcefully taken or stolen Summoner’s Trinkets have not ever been able to summon Eidolons, in recorded history: only those who are gifted a Trinket.
The world has wanted to explain why a simple Trinket, usually made of silver and gold, smelt in a smith’s fire with no apparent magical properties, can allow a person to summon an Eidolon. But the answer has not yet been found, and Summoners refuse to answer questions posed to them regarding the Trinkets.
Though many Summoners now travel the world, being sought out for their rare and powerful Eidolons, the first and to this day, most powerful Summoner’s tribe resides in the high and hidden valleys of the World Mountain. This tribe is a simple people with no unifying name. They are not warlike in any way, but rather live peacefully, entirely secluded from the world by natural barriers of stone and wilderness.
Though Summoners are secretive of their magic, their powers are apparent.

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Summoner Class Strengths
Note that these values are not specifically used in Eternity TTRPG. Instead, these representative stats are meant to provide an overall idea of how the class plays. Definitions of these representations are provided below, which do directly align with the Eternity TTRPG system.
Summoners have the following "class stats":
- 10 Attack
- 5 Defense
- 5 Intuition
- 10 Magic
- 3 Special
- 3 Quickness
- 4 Utility
- 5 Versatility

Value Definitions
The following stat definitions roughly cover the class' strengths and weaknesses, in a representational way.
- Attack: the overall ability of the class to deal damage and set the tempo in a battle.
- Defense: the innate ability of the class to reduce damage and negative effects taken, both from physical and magical attacks.
- Intuition: represents skills such as perception, stealth, or sixth-sense abilities to help them avoid otherwise unforeseeable harm.
- Magic: the innate ability of the class to manipulate the very fabric of Altius and The Dream, turning those powers to their will.
- Special: not all unique "powers" are magical in nature, and some classes have magic-like, "special" abilities.
- Quickness: the overall speed, mobility, and initiative of the class.
- Utility: the ability of the class to bolster allies, debilitate enemies, or provide useful effects in various out-of-combat situations.
- Versatility: the class' ability to adapt to any situation or environment, both in and out of combat.
Summoner Stat Bonuses
Summoners gain stat bonuses upon leveling up, based upon the "Critical Option" chosen for each ability. These class-based stat bonuses provide roughly half of the overall stat benefits for your character, making them integral to your character's advancement.
The three categories of stat bonuses/ specialization for summoners are: summoning (+1 Intelligence), mystic infusion (+1 Faith), and enhanced gateways (+3 Resilience).
Specialization | Bonus |
---|---|
Summoning | +1Intelligence |
Mystic Infusion | +1Faith |
Enhanced Gateways | +3Resilience |
Summoner Roleplay Powers
In Eternity TTRPG, each class has its own unique set of "Roleplay Powers," which enable players to feel truly outstanding. It gives each character something that sets them apart from the rest of their adventuring party.
Roleplay Powers either provide auto-successes on specific skill or knowledge checks related to the class, or provide unique effects that make players feel like they're living in the world of Eternity TTRPG with their chosen class.
Gateway
Teleport to any place you’ve already been, after 8hours of casting. You can bring one person with you, multiplied by your current Level. Most people walk, or ride, for days or weeks at a time. Meanwhile, you spend a day casting an immense spell - and then suddenly appear, virtually anywhere you'd like.
Lesser Summon
Create up to one minor magical creature, multiplied by your current Level. Summons are the size of your palm, intelligent, and obedient to you. As a summoner, not all summons need be terrific in power. Many are useful who simply serve you breakfast, gather news, or scout ahead for you.
Telepathy
You may speak to anyone (including your summons) who you can directly see, with your mind. They, in turn, can respond to you. Via your mind, you sway summons, and people, alike. When someone knows that you may speak to them, they may also believe that their thoughts are open to you. Or even more, that you possess other mental powers which you do not... which itself is another, even greater power that you possess.

Summoner Spells
The following summoner spell descriptions provide summaries of their actual in-game effects.
Aeon
Heal up to 3 allies in 4Range.
Arcane Power
Chance each turn to heal your target’s Wisdom.
Eidolon
Chance to deal damage to up to 3 enemies in 4Range.
Epiphany
Empower yourself to still cast Spells while silenced, or temporarily gain Intelligence.
Gates of Eternity
Create two “Portals,” which also give you additional Faith when attacking through.
Genesis
Heal your target for a large amount.
Mana Shield
Protect yourself against an attack, using Wisdom.
Oblivion
Chance to deal a large amount of damage.
Summon
Summon a wondrous beast to battle on your behalf.
Taciturnity
Chance to Silence multiple enemies for 2turns.

Class Origin
In 80BK, St. Ranroth committed “The Great Betrayal,” slaying Renrys in her merged form with the Tree of Life/ avatar of Altius.
To guard themselves and their interests following the first modern assassination of an Eternal (that is, since the Eternal War), many Eternals then began creating “lesser Eternals,” also known as Espers.
Lesser Eternals are semi-immortal, never dying by age, and are monstrously powerful, yet capable of being slain. Espers are fragmented powers of their creators, beings summoned forth from their souls.
Some mortals were instructed on how to replicate just a piece of this astounding magic, creating the first summoners – and the “Summoner’s Tribe” - on Altius.
Since the magic came into being upon Altius, summoning has always been considered an exceptional ability. Summoners are both highly coveted, and highly revered. Many elite of Altius have desired this power for themselves and their families, putting summoners in precarious positions.
In modern days, the power of the summoner is largely believed to pass on through another, via the “Summoner’s Trinket,” a summoning magic-imbued item given to a person, which enables the summoning of “Eidolons.”
Summoner Tribes perpetuate this belief, that regardless of talent or age, no one may summon an Eidolon without being first given a Summoner’s Trinket. In the myth, even those who have forcefully taken or stolen Summoner’s Trinkets are not able to summon Eidolons: only those who are gifted the Trinket.
In reality, summoning magic is not a “calling forth” of external beings from other planes, to Altius. Instead, summoners create a gateway to their own inner being, materializing a piece of their soul in physical form as either a “summon” or a “lesser summon.”
By doing this, summoners allow “Chaos” (the essence of magic) to touch their innermost beings. Through this “gateway” to chaos, any number of dangerous elements could emerge. So, whereas chaosmancers (who came much later) allow this energy to manifest, summoners “seal it” within themselves, only allowing the power to manifest their own inner selves.
Additionally, summoners are born to other summoners, then trained on how to tap into their potential via a Summoner Tribe, not given their powers through special trinkets. Only those with the power of telepathy possess the clarity of self and others to materialize the soul, and this trait is usually hereditary from the mother’s side.
The mythos of the “Summoner’s Trinket” is one of the (largely successful) tools that Summoner Tribes use to keep people from interfering with their ways of life.
To keep in touch with their inner summoning, practitioners of this art must be clear of body, mind, and spirit, from distractions, and influences of the world. The more that a summoner becomes clouded by society, other’s opinions, and anything that pulls them away from their “inner truth,” the more difficult it becomes to manifest powerful aspects of their inner being to the physical world.
For this reason, Summoner Tribes have always viewed it as imperative to keep to themselves.
One Tribe (the most powerful Summoner’s Tribe) resides in the high and hidden valleys of the World Mountain. Like most of their kind, this tribe is a simple people with no unifying name. They are not warlike in any way, but rather live peacefully, entirely secluded from the world by natural barriers of stone and wilderness.
Atop the World Mountain are grassy fields laid over the steep and rocky slopes. Storms are common, and rainfall is near-constant. In this space of natural beauty and openness, Summoners find themselves, and the oldest and greatest among them thus summon beings that are nearly as powerful as the Eternal’s Espers.
Summoner Play Style
The Summoner, first and foremost, summons magical creatures to protect them and fight on their behalf. However, there are many types of summoning magic. The most prominent is that of calling forth a magical beast from another realm to stay by the summoner's side, continually. Alternatively though summoners may beckon powerful spirits to cause dazzling effects for only a few moments, who then return to their realm, though the effects they cause may be dramatic and lasting.
The Summoner's "Summon" spell is the class' most versatile effect, acting as an attacking unit, protector for the summoner, and able to cause unique effects like "Daze" on enemies.
To round out the Summoner's attacking arsenal, you have "Eidolon" and "Oblivion." Both spells take 2-Actions to summon a powerful spirit to cause damage (Eidolon does area of effect damage while Oblivion does massive damage to one target), before dissipating. Additionally, you have "Taciturnity," which though not technically an attack, does debuff multiple enemies by "Silencing" them for multiple turns.
For healing and protection, Summoners have access to "Aeon" for area of effect healing, "Genesis" for powerful single-target healing, "Arcane Power" for ongoing Wisdom healing, and "Mana Shield" to negate physical damage to yourself by instead taking Wisdom damage.
Lastly, "Gates of Eternity" allows you to create two gateways through which you and others may travel or attack, and you have access to "Epiphany," which for the cost ofWisdom allows you to cast Spells (even while "Dazed," or "Silenced," etc.) or even bolster your "Summon" for a turn.

Summoner Lore
Orphaned as a child by a Chaos Beast attack on his small village in Leonic, Brizmir heard about Janus’ chaos summoning from pirates who had visited the Summoner’s monastery on Cascade Island. Having lost everything, Brizmir made his way to the monastery as a youth.
Amazingly, Janus took Brizmir as an apprentice, along with two other young mages. The three apprentices learned the art of “Chaos-Forging,” through which it was possible to bind a Chaos Beast, Esper, or Eidolon, to a person’s soul. A Chaos-Forged person gained part of the personality and powers of their partner.
Beatrix, Brizmir's daughter, was born many years later, after he had become prominent in his position. She was poisoned as a young teen when Brizmir was thought to have betrayed the monastery. To save his daughter, Brizmir chaos-forged Beatrix to an Eidolon of a Gargoyle, giving her the Gargoyle’s properties of poison immunity.
Eternity TTRPG Races
Eternity TTRPG has nine unique playable races, each with their own lore, racial powers, and variety of options for play. Choose from races you know such as humans or treants, or dive into the entirely unique world of Eternity TTRPG with crour, espers, ateri, empyrean, jadori, stoneborn, and yzarc.
Eternity Races
Explore nine vastly different races, each with their own lore/ place in the world, starting stats, and unique power. Eternity TTRPG races stand out from other TTRPGs and fantasy settings.
Character Builder
Whether you're new to Eternity TTRPG or just want a quick character builder that adds race, class, and equipment stats for you, check out the Eternity TTRPG character builder!
Core Rulebook Classes
Take a look at other Eternity TTRPG class pages from the Eternity TTRPG Core Rulebook to learn more about each. Characters gain their class at Lv.1 (after starting with only a race at Lv.0). Classes provide characters with stat boosts. along with spells, abilities, and roleplay powers entirely distinct from one another.
"They didn't think a simple blind girl could turn on them, be a threat, and kill them."
"My strength, resolve, and willpower speak for themselves. I fear no one."
"Never seen it snow in a desert before? Why do you think they called me here."
"The jadori and treants were the first wild guards. We honor and extend that role."
"There isn't anything worth fighting for except your own ambitions. Get used to it."
"Do I love war? No, I live in peace until called. Although, I am ready for anything in this world."
"Seeing into the future is a treasured and coveted gift. I have always known what would happen."
"I don't live to do 'what's right.' But I do follow the path that I believe in, with all my being."
"Only those born near the summer solstice possess powers like myself. We are rare indeed."
"Every realm has royalty. But I protect who I choose - those who are important to me."
"Light comes in many forms: power, healing, knowledge. But above all, it sees the heart."
Summoner
"The dragon, Kida, is my servant. I called her forth from the deep reaches, and empowered her."
"I, Thief King Kuma, demand tribute from my vassals. Come now, be generous to your king."
"Immortality eludes all but the ateri and empyrean - unless you join the coven, like I have."
"I do things with weapons that people have never seen before. Don't believe me? Watch this."