In One's Element
- —Online Description
Conjury is an art that takes life and the living for its domain. Its primary purpose is the salving of hurts and the granting of protection. Adventurers such as yourself oft stand upon the front lines of battle. Owing to this, you are like to find yourself in many situations wherein a capacity for healing would be advantageous. Mind you, there is more to conjury than that. By harnessing the power of earth, wind, and water, conjurers are also capable of weaving spells that wreak havoc. In terms of sheer destructive power, conjury may pale in comparison to thaumaturgy, but its capacity to defend one against aggression more than compensates for this relative shortcoming.
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.
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. They are considered Healers for the the purpose of party roles.
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, and possess a Cleric Stance for when they need to go on offense. All spells' MP costs and power are scaled with the adventurer's level.
The Conjurer class is defined by wielding either one-handed wands or two-handed canes. At endgame, the available weapons are overwhelmingly two-handed canes, while wands are relatively scarce (the strongest as of 2.5 being the Tidal Wave Wand at item level 100).
In terms of late game armor and accessories, Conjurers and White Mages share "Healing" gear with Scholars.
All Conjurer spells cost MP to cast unless otherwise stated, however the MP cost varies based on the player's class and level, and on the spell in question.
|Ability||Level||Type||Cast||Recast||Range||Radius||Class (Job) Affinity|
|Deals earth damage with a potency of 140 and inflicts Heavy +40% for 20 seconds.|
|Cure||2||Spell||2.00s||2.50s||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||2.50s||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||3.00s||2.50s||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.|
|Restores own HP and the HP of all party members within radius with a potency of 300.|
|Raise||12||Spell||8.00s||2.50s||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||15||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.|
|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||2.50s||2.50s||25y||0y||CNJ (WHM)|
|Deals earth damage with a potency of 170.|
|Sends target to Sleep for 30 seconds. Cancels auto-attack upon execution.|
|Cure II||30||Spell||2.00s||2.50s||0y||CNJ (WHM)|
|Restore target's HP with a potency of 650.|
|Stoneskin||34||Spell||3.00s||2.50s||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||2.50s||2.50s||30y||4y||CNJ (WHM)|
|Restores HP of all party members within radius of target with a potency of 550.|
|Aero II||46||Spell||2.50s||2.50s||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||3.00s||2.50s||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.|
|Stoneskin II||50||Spell||6.00s||2.50s||15y||0y||CNJ (WHM)|
|Creates a barrier around self and all party members near you that absorbs damage totaling 18% of maximum HP. Cannot be cast while in combat, or on a target engaged in combat.|
- Feather Foot
- Second Wind
- Internal Release
- Keen Flurry
- Blood for Blood
- Raging Strikes
- Hawk's Eye
- Quelling Strikes
- Blizzard II
- Eye for an Eye
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 adventurer reaches Conjurer level 30 and Arcanist level 15.
Every White Mage ability can be used only after completing specific quests.
|Presence of Mind||30||None||Enhancing||Instant/150s|
|Increases spell speed.|
|Grants healing over time effect to target.|
Cure Potency: 150 Duration: 21s
|Increases cure magic potency by 30%.|
|Delivers a magic attack with a potency of 200 to all nearby enemies.|
Additional Effect: Stun Duration: 4s
|Restores all of a target's HP.|
Announced for Final Fantasy XIV: Heavensward, several new abilities have been introduced. "Stone III" and "Aero III" are upgrades of their previous versions, while new ability "Asylum" creates a healing field and "Assize" is an ability that can attack and heal at the same time.
- Blizzard II
- Eye for an Eye
White Mage and Conjurer appear in Final Fantasy Trading Card Game. White Mage's card is Water-elemental, while Conjurer's is Ice-elemental.
- A Conjurer's barrier spell similar to Scholar's Sacred Soil can be seen in some cutscenes but it does not exist as a usable ability in the game as 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.