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Conjurer (Final Fantasy XIV)

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Conjurer Class Artwork ARR
In One's Element
—Online Description

The Conjurer (幻術士, Genjutsu Shi?) is a Disciple of Magic in Final Fantasy XIV.

OverviewEdit

Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.

Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.

RoleEdit

Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.

Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.

In their original design, Conjurers were somewhat similar to Red Mages, possessing the full assortment of "standard" elemental spells as well as restorative abilities. In patch 1.20, and continuing into A Realm Reborn, the Conjurer's skillset was changed to focus far more heavily on their healing and defensive magic, losing mastery of the Fire, Ice and Lightning elements (these having gone to the Thaumaturge), while keeping their Earth, Wind and Water-elemental abilities to deal damage; their attack spells are not powerful enough for them to be primary damage dealers, but they are sufficient for soloing. All spells' MP costs and power are scaled with player level.

Abilities & SpellsEdit

Ability Level Type Cast Recast Range Radius Class (Job) Affinity
Description
Stone 1 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 25y 0y CNJ (WHM)
Deals earth damage with a potency of 140 and inflicts Heavy +40% for 20 seconds.
Cure 2 Spell 2.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 0y GLA (PLD), PGL, MRD, LNC, ARC, CNJ (WHM), THM, ACN (SCH)
Restore target's HP with a potency of 400.
Aero 4 Spell Instant 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 25y 0y CNJ (WHM), THM, ACN (SMN, SCH)
Deals wind damage with a potency of 50 and inflicts wind damage over time with a potency of 25 for 18 seconds.
Cleric Stance 6 Ability Instant 5.00s 0y 0y CNJ (WHM), (SCH)
Swaps current Intelligence and Mind attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.
Protect 8 Spell 3.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 15y GLA (PLD), PGL, MRD, LNC, ARC, CNJ (WHM), THM, ACN (SCH)
Increases the physical defense of all party members within radius of the target for 30 minutes.
Medica 10 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 0y 15y CNJ (WHM)
Restores own HP and the HP of all party members within radius with a potency of 300.
Raise 12 Spell 8.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 0y GLA (PLD), PGL, MRD, LNC, ARC, CNJ (WHM), THM, ACN (SCH)
Resurrects target to a weakened state. Cannot be used when in combat.
Fluid Aura 15Complete Conjurer quest Trial by Water Ability Instant 30s 0y CNJ (WHM)
Deals water damage with a potency of 140, knocks target back 15 yalms and inflicts Bind for 6 seconds.
Esuna 18 Spell 1.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 0y CNJ (WHM)
Removes a single detrimental effect from target. When cast, there is a 20% chance the next Esuna will cost no MP.
Stone II 22 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 25y 0y CNJ (WHM)
Deals earth damage with a potency of 170.
Repose 26 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 0y CNJ (WHM)
Sends target to Sleep for 30 seconds. Cancels auto-attack upon execution.
Cure II 30Complete level 30 Conjurer quest Spell 2.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 0y CNJ (WHM)
Restore target's HP with a potency of 650.
Stoneskin 34 Spell 3.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 0y GLA (PLD), PGL, MRD, LNC, ARC, CNJ (WHM), THM, ACN (SCH)
Creates a barrier around target that absorbs damage totaling 10% of target's maximum HP. Status lasts for 30 minutes, or until the requisite damage is absorbed.
Shroud of Saints 38 Ability Instant 180s 0y 0y CNJ (WHM)
Reduces enmity by half, and bestows Refresh with a potency of 60 for 15 seconds.
Cure III 42 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 30y 4y CNJ (WHM)
Restores HP of all party members within radius of target with a potency of 550.
Aero II 46 Spell 2.50sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 25y 0y CNJ (WHM)
Deals wind damage with a potency of 50 and inflicts wind damage over time with a potency of 40 for 12 seconds.
Medica II 50 Spell 3.00sBase value; The higher the player's Spell Speed, the lower the cast time will be 2.50sBase value; The higher the player's Spell Speed, the lower the recast time will be 0y 20y CNJ (WHM)
Restores own HP and the HP of all nearby party members with a potency of 200. Also bestows Regen with a potency of 50 for 30 seconds.

TraitsEdit

Name Level Description
Enhanced Mind 8 Increases mind by 2.
Enhanced Mind II 14 Increases mind by 4.
Proshell 16 Adds increased magic defense to Protect effect.
Maim and Mend 20 Increases base action damage and healing done by 10%.
Enhanced Mind III 24 Increases mind by 6.
Enhanced Raise 28 Causes Raise to be usable in battle.
Free Cure 32 Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
Graniteskin 36 Increases efficacy of Stoneskin to 18 % of the target's maximum health.
Maim and Mend II 40 Increases base action damage and healing done by 30%.
Overcure 44 Grants a 15% chance that after casting Cure II, your next Cure III will cost half MP.
Enhanced Shroud of Saints 48 Increases Shrouds of Saints refresh potency to 80.

Soul CrystalsEdit

White MageEdit

Lalafell White Mage Artwork XIV

White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.

Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.

The White Mage Soul Crystal can be obtained by completing the quest Seer Folly that becomes available when the player reaches Conjurer level 30 and Arcanist level 15.

Abilities & SpellsEdit

Every White Mage ability can be used only after completing specific quests.

Ability Level MP Cost Type Cast/Recast
Presence of Mind 30Must complete the Seer Folly quest. None Enhancing Instant/150s
Increases spell speed.
Duration: 15s
Regen 35Must complete the Only You Can Prevent Forest Ire quest. Varies Enhancing Instant/2.50s
Grants healing over time effect to target.
Cure Potency: 150 Duration: 21s
Divine Seal 40Must complete the O Brother, Where Art Though quest. Varies Healing Instant/60.0s
Increases cure magic potency by 30%.
Duration: 15s
Holy 45Must complete the Yearn for the Urn quest. Varies Damage 3.00s/3.50s
Delivers a magic attack with a potency of 200 to all nearby enemies.
Additional Effect: Stun Duration: 4s
Benediction 50Must complete the Heart of the Forest quest. None Healing Instant/300 sec
Restores all of a target's HP.

Other AppearancesEdit

Final Fantasy Trading Card GameEdit

WhiteMage XIV TCG

White Mage appears in Final Fantasy Trading Card Game with a water-elemental card.

GalleryEdit

TriviaEdit

XIVShield2

Conjurer's barrier spell.

  • A Conjurer's barrier spell similar to Scholar's Sacred Soil can be seen in some cutscenes but it still doesn't exist in the game yet.
  • Unlike most of the jobs, a Conjurer will almost never need abilities from classes other than those it has access to, so it is rare to see a player choose their Conjurer aspect over White Mage.
  • The Artifact Equipment includes the traditional red-trimmed white robe with the hood down, much like White Wizard in the original Final Fantasy. A silver crown uses the Head slot.
  • As of 2014, White Mage is the most popular job of Final Fantasy XIV: A Realm Reborn, as 14% of the players are playing as a White Mage.[1]

ReferencesEdit

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