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 White Mage is a Job in Final Fantasy XIV, introduced as the Discipline of Magic Conjurer in the original release. Players start as a Conjurer, and then may upgrade to White Mage using the Soul Crystal obtained from the quest Seer Folly after Conjurer reaches level 30.
Profile[]
Conjurer[]
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.Lodestone
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 Mage[]
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.Lodestone
White Mages wear the typical red and white attire recurring in the series. White Mages are Pure Healers, with high potency healing spells and the only spell to heal a target to full health. They also have high damage potential with their spells, such as Glare, Assize, and especially Afflatus Misery.
While there may be multiple White Mage players in the game, the lore dictates that, aside from the Padjal, only the Warrior of Light 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. Canonically, the only other White Mages in Eorzea are Kan-E-Senna and her siblings.
Story[]
History[]
The mages of Amdapor devised the arcane art of white magick during the Fifth Astral Era to counter the destructive black magick of Mhachi sorcerers in the infamous War of the Magi. Focusing upon spells of restoration and purification, the practice of white magic led to great advances in Amdapori society. Intoxicated by their newfound power, however, they created ever more potent magicks to wield until the clash of eldritch energies upset the balance of nature, manifested great floods, and the realm was drowned by the Sixth Umbral Calamity. Both cities were lost, and the magicks that brought about the catastrophe thenceforth adjudged dangerous and forbidden. The ruins of Amdapor were swallowed by the forest - the city and its secrets concealed by the elementals of the Twelveswood.
Some five centuries past, the elementals relented, and allow the legacy of the Amdapori magi to be wielded by a chosen few. The Padjal, revered leaders of Gridania, have since served as the stewards of white magick.
Conjurer[]
White Mage[]
Heavensward[]
Stormblood[]
Shadowbringers[]
Equipment[]
Conjurers and white mages wield staves and rods as their weapons. At lower levels they also have access to one-handed wands, which they can use in conjunction with shields, but these items stop appearing past level 50. Their armor is primarily made up of "Healing" gear, armor with low physical defense and high magic defense that they share with other healer classes.
The primary attribute for conjurers and white mages is mind, which boosts their attack and healing magic potency, and should always be prioritized over other attributes. As healer disciplines, they have access to the healer-exclusive piety attribute, which improves their MP regeneration.
Lists of conjurer and white mage equipment | |
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Job Gauge[]
The Job Gauge was introduced to players in 4.0 Stormblood. The White Mage uses the Healing Gauge.
In Shadowbringers, the Healing Gauge indicates the number of Lilies a white mage has accumulated. Lilies fills up over time (one every 30 seconds) when battle is initiated as a small light traces along the length of the branch and causes it to glow. Reaching the end sprouts a blue Lily. These Lilies are required to use the Afflatus series of spells, first learned at Level 52 with Afflatus Solace. Upon reaching Level 74 and learning the trait Transcendent Afflatus, consuming Lilies will develop a Blood Lily. After three Blood Lilies, it grows into full bloom, allowing the use of Afflatus Misery (acquired at level 76).
Abilities[]
Class and Job Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Stone |
1 | Spell | 1.5s | 2.5s | 200 MP | 25y | — |
Deals earth damage with a potency of 140.
Upgrades to Stone II. | |||||||
Cure |
2 | Spell | 1.5s | 2.5s | 400 MP | 30y | — |
Restores target's HP.
| |||||||
Aero |
4 | Spell | Instant | 2.5s | 200 MP | 25y | — |
Deals wind damage with a potency of 50.
Upgrades to Aero II. | |||||||
Medica |
10 | Spell | 2s | 2.5s | 900 MP | — | 15y radius |
Restores own HP and HP of all nearby party members. | |||||||
Raise |
12 | Spell | 8s | 2.5s | 2400 MP | 30y | — |
Resurrects target to a weakened state. | |||||||
Stone II |
18 | Spell | 1.5s | 2.5s | 200 MP | 25y | — |
Deals earth damage with a potency of 190.
Upgrades to Stone III. | |||||||
Cure II |
30 | Spell | 2s | 2.5s | 1000 MP | 30y | — |
Restores target's HP. | |||||||
Presence of Mind |
30 | Ability | Instant | 120s | — | — | — |
Reduces spell cast time and recast time, and auto-attack delay by 20%.
| |||||||
Regen |
35 | Spell | Instant | 2.5s | 400 MP | 30y | — |
Grants healing over time effect to target. | |||||||
Cure III |
40 | Spell | 2s | 2.5s | 1500 MP | 30y | 10y radius |
Restores HP of target and all party members nearby target. | |||||||
Aetherial Shift File:Aetherial Shift from Final Fantasy XIV icon.png |
40 | Ability | Instant | 60s | — | — | — |
Quickly dash 15 yalms forward. Cannot be executed while bound. | |||||||
Holy |
45 | Spell | 2.5s | 2.5s | 400 MP | — | 8y radius |
Deals unaspected damage with a potency of 140 to all nearby enemies.
Upgrades to Holy III. | |||||||
Aero II |
46 | Spell | Instant | 2.5s | 200 MP | 25y | — |
Deals wind damage with potency of 50
Upgrades to Dia. | |||||||
Medica II |
50 | Spell | 2s | 2.5s | 1000 MP | — | 20y radius |
Restores own HP and the HP of all nearby party members.
Medica Mastery Upgrades to Medica III. | |||||||
Benediction |
50 | Ability | Instant | 180s | — | 30y | — |
Restores all of a target's HP. | |||||||
Afflatus Solace |
52 | Spell | Instant | 2.5s | — | 30y | — |
Restores target's HP. | |||||||
Asylum |
52 | Ability | Instant | 90s | — | 30y | 15y radius |
Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter. | |||||||
Stone III |
54 | Spell | 1.5s | 2.5s | 300 MP | 25y | — |
Deals earth damage with a potency of 220.
Upgrades to Stone IV. | |||||||
Assize |
56 | Ability | Instant | 40s | — | — | 15y radius |
Deals unaspected damage with a potency of 400 to all nearby enemies.
| |||||||
Thin Air |
58 | Ability | Instant | 60s | — | — | — |
Next action is executed without MP cost.
| |||||||
Tetragrammaton |
60 | Ability | Instant | 60s | — | 30y | — |
Restores target's HP.
| |||||||
Stone IV |
64 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals earth damage with a potency of 260.
Upgrades to Glare. | |||||||
Divine Benison |
66 | Ability | Instant | 30s | — | 30y | — |
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency. | |||||||
Plenary Indulgence |
70 | Ability | Instant | 60s | — | — | 20y radius |
Grants Confession to self and nearby party members. Upon receiving HP recovery via Medica, Medica II (Medica Mastery Medica III), Cure III, or Afflatus Rapture cast by self, Confession triggers an additional healing effect.
| |||||||
Dia |
72 | Spell | Instant | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 65 (White Magic Mastery 75).
| |||||||
Glare |
72 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 290.
Upgrades to Glare III. | |||||||
Afflatus Misery |
74 | Spell | Instant | 2.5s | — | 25y | 5y radius |
Deals unaspected damage to target and all enemies nearby it with a potency of 1,240 (White Magic Mastery 1,320) for the first enemy, and 50% less for all remaining enemies. Can only be executed when the Blood Lily is in full bloom. | |||||||
Afflatus Rapture |
76 | Spell | Instant | 2.5s | — | — | 20y radius |
Restores own HP and the HP of all nearby party members. | |||||||
Temperance |
80 | Ability | Instant | 120s | — | — | — |
Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 50 yalms by 10%.
| |||||||
Glare III |
82 | Spell | 1.5s | 2.5s | 400 MP | 25y | — |
Deals unaspected damage with a potency of 310 ( 330). | |||||||
Holy III |
82 | Spell | 2.5s | 2.5s | 400 MP | — | 8y radius |
Deals unaspected damage with a potency of 150 to all nearby enemies.
| |||||||
Aquaveil |
86 | Ability | Instant | 60s | — | 30y | — |
Reduces damage taken by a party member or self by 15%.
| |||||||
Liturgy of the Bell |
90 | Ability | Instant | 180s | — | 30y | — |
Places a healing blossom at the designated location and grants 5 stacks of Liturgy of the Bell to self.
Taking damage will expend 1 stack of Liturgy of the Bell to heal self and all party members within a radius of 20 yalms.
The effect of this action can only be triggered once per second.
This action does not share a recast timer with any other actions. | |||||||
Glare IV File:Glare IV from Final Fantasy XIV icon.png |
92 | Spell | Instant | 2.5s | — | 25y | 5y radius |
Deals unaspected damage to target and all enemies nearby it with a potency of 640 for the first enemy, and 40% less for all remaining enemies. Can only be executed while Sacred Sight is active. | |||||||
Medica III File:Medica III from Final Fantasy XIV icon.png |
96 | Spell | 2s | 2.5s | 1000 MP | — | 20y radius |
Restores own HP and the HP of all nearby party members.
| |||||||
Divine Caress File:Divine Caress from Final Fantasy XIV icon.png |
100 | Ability | Instant | 1s | — | — | 15y radius |
Creates a barrier around self and all party members near you that absorbs damage equivalent to a heal of 400 potency.
Can only be executed while Divine Grace is active. |
Role Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Repose |
8 | Spell | 2.5s | 2.5s | 600 MP | 30y | — |
Afflicts target with Sleep
Cancels auto-attack upon execution. | |||||||
Esuna |
10 | Spell | 1s | 2.5s | 400 MP | 30y | — |
Removes a single detrimental effect from target. | |||||||
Lucid Dreaming |
14 | Ability | Instant | 60s | — | — | — |
Gradually restores own MP.
| |||||||
Swiftcast |
18 | Ability | Instant | 60s (Enhanced Swiftcast 40s) |
— | — | — |
Next spell is cast immediately.
| |||||||
Surecast |
44 | Ability | Instant | 120s | — | — | — |
Spells can be cast without interruption.
| |||||||
Rescue |
48 | Ability | Instant | 120s | — | 30y | — |
Instantly draws target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements. |
Traits[]
Name | Level | Description |
---|---|---|
Stone Mastery |
18 | Upgrades Stone to Stone II. |
Maim and Mend |
20 | Increases base action damage and HP restoration by 10%. |
Freecure |
32 | Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
|
Maim and Mend II |
40 | Increases base action damage and HP restoration by 30%. |
Aero Mastery |
46 | Upgrades Aero to Aero II. |
Secret of the Lily |
52 | Adds a Lily to your Healing Gauge for every 20 seconds you are engaged in combat, up to a maximum of 3. |
Stone Mastery II |
54 | Upgrades Stone II to Stone III. |
Stone Mastery III |
64 | Upgrades Stone III to Stone IV. |
Aero Mastery II |
72 | Upgrades Aero II to Dia. |
Stone Mastery IV |
72 | Upgrades Stone IV to Glare. |
Transcendent Afflatus |
74 | Adds a Blood Lily to the Healing Gauge that blooms after three uses of Afflatus Solace or Afflatus Rapture. |
Enhanced Asylum |
78 | Adds an additional effect to Asylum that increases HP recovery via healing actions by 10%. |
Glare Mastery |
82 | Upgrades Glare to Glare III. |
Holy Mastery |
82 | Upgrades Holy to Holy III. |
Enhanced Healing Magic |
85 | Increases the healing potency of Cure to 500, Medica to 400, Cure II to 800, Regen to 250, Cure III to 600, Medica II to 250, Medica II's Regen effect to 150, Afflatus Solace to 800, and Afflatus Rapture to 400. |
Enhanced Divine Benison |
88 | Allows the accumulation of charges for consecutive uses of Divine Benison.
|
Enhanced Presence of Mind File:Enhanced Presence of Mind from Final Fantasy XIV icon.png |
92 | Presence of Mind grants 3 stacks of Sacred Sight upon execution.
|
White Magic Mastery File:White Magic Mastery from Final Fantasy XIV icon.png |
94 | Increases the potency of Dia and its damage over time to 75, Afflatus Misery to 1,320, and Glare III to 330. |
Medica Mastery File:Medica Mastery from Final Fantasy XIV icon.png |
96 | Upgrades Medica II to Medica III. |
Enhanced Tetragrammaton File:Enhanced Tetragrammaton from Final Fantasy XIV icon.png |
98 | Allows the accumulation of charges for consecutive uses of Tetragrammaton.
|
Enhanced Temperance File:Enhanced Temperance from Final Fantasy XIV icon.png |
100 | Temperance grants Divine Grace upon execution.
|
Role Traits[]
Name | Level | Description |
---|---|---|
Enhanced Swiftcast File:Enhanced Swiftcast from Final Fantasy XIV icon.png |
94 | Reduces Swiftcast recast time to 40 seconds. |
PvP Actions[]
Action | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|
Glare III |
Spell | 1.44s | 2.4s | – | 25y | – |
Deals unaspected damage with a potency of 5,000. | ||||||
Cure II |
Spell | 1.44s | 15s | – | 30y | – |
Restores target's HP.
This action does not share a recast timer with any other actions. | ||||||
Afflatus Misery |
Spell | Instant | 15s | — | 25y | 5y radius |
Deals unaspected damage with a potency of 12,000 to target and all enemies nearby it. This action does not share a recast timer with any other actions. | ||||||
Aquaveil |
Ability | Instant | 20s | — | 30y | — |
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 8,000 potency.
Barrier potency is doubled when successfully nullifying a status affliction. | ||||||
Miracle of Nature |
Ability | Instant | 45s | — | 10y | — |
Forcibly transforms target into a diminutive creature, preventing them from using actions.
Has no effect on players under the effect of Guard, players riding machina, or non-player combatants. | ||||||
Seraph Strike |
Ability | Instant | 20s | — | 20y | 10y radius |
Delivers a jumping attack that deals unaspected damage to target and all enemies nearby it with a potency of 8,000.
Cannot be executed while bound. | ||||||
Cure III |
Spell | Instant | 15s | – | 30y | 5y radius |
Restores HP of target and all party members nearby target.
Can only be executed while under the effect of Cure III Ready. | ||||||
Afflatus Purgation |
Limit Break | Instant | 10s | – | 40y | 40y line |
Deals unaspected damage with a potency of 18,000 to all enemies in a straight line before you.
Can only be executed when the limit gauge is full. | ||||||
Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 30s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed actions[]
The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Cleric Stance |
6 | Ability | Instant | 5s | — | — | — |
Swaps current INT and MND attribute ratings, while increasing attack magic potency by 10% and healing magic potency by 20%. Effect ends upon reuse. Cannot be used in PvP areas.
Replaced by Cleric Stance Role Action in patch 4.0. | |||||||
Protect |
8 | Spell | 3s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 1000 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | 30y | 15y radius |
Increases the physical and magic defense of target and all party members nearby target. Duration: 30m Replaced by Protect Role Action in patch 4.0. | |||||||
Fluid Aura |
15 | Ability | Instant | — | — | 25y | — |
Binds target. Duration: 6s Removed in patch 6.0. | |||||||
Esuna |
18 | Spell | 1s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 700 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | 30y | — |
Removes a single detrimental effect from target. Additional Effect: 20% chance spell will cost no MP Replaced by Esuna Role Action in patch 4.0. | |||||||
Repose |
26 | Spell | 2.5s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 1000 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | 30y | — |
Afflicts target with Sleep. Duration: 30s Cancels auto-attack upon execution. Replaced by Repose Role Action in patch 5.0. | |||||||
Stoneskin |
34 | Spell | 3s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 1000 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | 30y | — |
Creates a barrier around target that absorbs damage totaling 10% of target's maximum HP. Duration: 30m 36 Quick Stoneskin: Reduces cast time to 2.5 seconds. Removed in patch 4.0. | |||||||
Shroud of Saints |
38 | Ability | Instant | 120s | — | — | — |
Reduces enmity by half. Additional Effect: Refresh Refresh Potency: 60 Duration: 15s 48 Enhanced Shroud of Saints: Increases refresh potency to 80. Removed in patch 4.0. | |||||||
Stoneskin II |
50 | Spell | 6s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 2000 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | — | 15 radius |
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. Has no effect on targets in combat. Duration: 30m Removed in patch 4.0. | |||||||
Aero III |
58 | Spell | 2.5s Base value; The higher the player's Spell Speed, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 700 Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary. | 25y | 5y radius |
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 Removed in patch 5.0. |
Limit Break[]
Conjurers' and White Mages' Limit Breaks focus on restoring the HP and MP of their allies. The amount of HP restored by each limit break is based on percentage and do not have a base potency. Conjurers and White Mages both have the same Level 1 and Level 2 limit breaks as other Healers.
Action | Level | Description | Image |
---|---|---|---|
Healing Wind | 1 | Restores 25% of HP of all nearby party members. | |
Breath of the Earth | 2 | Restores 60% of HP of all nearby party members. | |
Pulse of Life | 3 | Restores 100% of HP of all nearby party members. Revives any KO'd allies with full MP and no weakness. |
Other appearances[]
Final Fantasy Brave Exvius[]
Final Fantasy Trading Card Game[]
White Mage and Conjurer appear in Final Fantasy Trading Card Game as Backup cards. White Mage appears as Water- and Wind-elemental cards, while Conjurer appears as Ice-elemental cards.
Behind the scenes[]
At the launch of the original Final Fantasy XIV, Conjurers were somewhat similar to the series's traditional depiction of Red Mages, possessing the full assortment of "standard" elemental spells as well as restorative abilities. While the opening cinematic of the 1.0 version featured a female Conjurer using a barrier spell similar to Y'shtola's Aetherial Pulse, it never existed as an ability throughout the original game's operation.
At the launch of 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.
At the time of the relaunch's first anniversary in 2014, White Mage was the most popular job of Final Fantasy XIV: A Realm Reborn, as 14% of the players are playing as a White Mage.[1]
Square Enix's Eorzea Cafe served 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!!
Gallery[]
- Arms and Gear sets
- Actions
- Role Actions
- PvP actions
- Removed PvE actions
Etymology[]
Evocation is the act of calling upon or summoning a spirit, demon, god or other supernatural agent, in the Western mystery tradition. Comparable practices exist in many religions and magical traditions and may employ the use of mind-altering substances with and without uttered word formulas.