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.
The Conjurer (幻術士, Genjutsu Shi?) is a Disciple of Magic class in Final Fantasy XIV, and is focused heavily on healing. It is upgraded to the White Mage job using the White Mage Soul Crystal obtained from the quest "Seer Folly", with Conjurer at level 30 and Arcanist at level 15.
- See also: White Mage
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.
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.
White Mages wear the typical white mage clothing recurring in the series. While in-game, there may be more than one White Mage, the lore canonically dictates the aside from the Padjal, only The Adventurer may be a White Mage, owing the knowledge about its power to the Crystal that once belonged to the famous White Mage A-Towa-Cant.
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.|
Additional Effect: Heavy +40% for 20s
|Cure||2||Spell||2.00s||2.50s||30y||0y||GLA (PLD), PGL, MRD, LNC, ARC, CNJ (WHM), THM, ACN (SCH)|
|Restores target's HP. Cure Potency: 400|
|Aero||4||Spell||Instant||2.50s||25y||0y||CNJ (WHM), THM, ACN (SMN, SCH)|
|Deals wind damage with a potency of 50.|
Additional Effect: Wind damage over time with potency of 25 for 18s (combined total potency of 200).
|Cleric Stance||6||Ability||Instant||5.00s||0y||0y||CNJ (WHM), (SCH)|
|Swaps current INT and MND 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 and magical defense of all party members within range of target for 30 mins.|
|Restores own HP and HP of all nearby party members. Cure potency: 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 150.|
Additional Effect: 15y knockback and Bind for 6s.
|Removes a single detrimental effect from target.|
Additional Effect: 20% chance 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.|
|Inflicts target with sleep for 30s.|
Cancels auto-attack upon execution.
|Cure II||30||Spell||2.00s||2.50s||0y||CNJ (WHM)|
|Restores target's HP with Cure Potency of 650.|
Additional Effect: 15% chance next Cure III will restore critical HP for 15s.
|Presence of Mind||30||Ability||Instant||150s||0y||0y||WHM|
|Increases spell speed by 20% for 15s.|
|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 prevents physical damage totaling 10% of target's maximum HP for 30mins.|
|Grants healing over time effect with cure potency of 150 to target for 21s.|
|Shroud of Saints||38||Ability||Instant||180s||0y||0y||CNJ (WHM)|
|Reduces enmity by half.|
Additional Effect: Refresh with potency of 80 for 15s
|Increases healing magic potency by 30% for 15s.|
|Cure III||42||Spell||2.50s||2.50s||30y||4y||CNJ (WHM)|
|Restores HP of all party members within range of target. Cure potency: 550|
|Deals area of effect damage to nearby enemies. First target is hit with 200 potency. All targets afterwards take 10% less damage up to a maximum of 50% reduced.|
Additional Effect: Stun for 4s (PvP 3s)
|Aero II||46||Spell||2.50s||2.50s||25y||0y||CNJ (WHM)|
|Deals wind damage with potency of 50.|
Additional Effect: Wind damage over time with a potency of 50 for 12s (combined total potency of 250).
|Medica II||50||Spell||3.00s||2.50s||0y||25y||CNJ (WHM)|
|Restores own HP and the HP of all nearby party members. Cure potency: 200|
Additional Effect: Regen for 30s, Cure potency: 50
|Stoneskin II||50||Spell||6.00s||2.50s||0y||15y||CNJ (WHM)|
|Creates a barrier around self and all party members near you that absorbs damage totaling 10% of maximum HP. Cannot be cast while in combat, or on a target engaged in combat. Duration: 30m|
|Restores all of a target's HP.|
|Envelops a designated area in a veil of succor, healing any party members who enter.|
Cure Potency: 100 Duration: 24s
Cannot be used with any other area-creating actions.
|Deals earth damage with a potency of 210.|
|Deals unaspected damage to all nearby enemies with a potency of 300.|
Additional Effect: Restores own HP and the HP of nearby party members
Cure Potency: 300
Additional Effect: Restores 10% of own MP
|Deals wind damage with a potency of 50 to target and all enemies nearby it.|
Additional Effect: Wind damage over time
Potency: 40 Duration: 24s
|Restores target's HP.|
Cure Potency: 700
White Mage and Conjurer appear in Final Fantasy Trading Card Game. White Mage's card is Water-elemental, while Conjurer's is Ice-elemental.
- 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.
- 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.
- Square Enix's Eorzea Cafe serves a dish called "Eggs benediction" whose description translates to: A cast of Benediction dished out by our trusty purveyors of healing, the White Mages!... No, not really, but we're sure this refreshing, easy-to-eat Eggs Benediction will serve to fully recover your HP!!