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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[]

Conjurer Class Artwork ARR.jpg

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[]

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White Mage[]

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Heavensward[]

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Stormblood[]

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Shadowbringers[]

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Equipment[]

An elezen white mage with the Aymur and Seventh Heaven artifact armor.

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

Conjurer's Arms Conjurer's Arms (1H|2H)

Shields Shields

Head Head
Body Body
Hands Hands
Waist Waist
Legs Legs
Feet Feet

Earrings Earrings
Necklaces Necklaces
Bracelets Bracelets
Rings Rings
Soul Crystal Soul Crystal

Job Gauge[]

Healing 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[]

Ability Level Type Cast Recast MP Cost Range Area
Stone
Stone from Final Fantasy XIV icon.png
Conjurer 1 Spell 1.5s 2.5s 200 MP 25y
Deals earth damage with a potency of 140.

Stone Mastery Upgrades to Stone II.

Cure
Cure from Final Fantasy XIV icon.png
Conjurer 2 Spell 1.5s 2.5s 400 MP 30y
Restores target's HP.
Cure Potency: 450 (Enhanced Healing Magic 500)
Freecure Additional Effect: 15% chance next Cure II will cost no MP
Freecure Duration: 15s
Aero
Aero from Final Fantasy XIV icon.png
Conjurer 4 Spell Instant 2.5s 200 MP 25y
Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time
Potency: 30
Duration: 18s

Aero Mastery Upgrades to Aero II.

Medica
Medica from Final Fantasy XIV icon.png
Conjurer 10 Spell 2s 2.5s 900 MP 15y radius
Restores own HP and HP of all nearby party members.
Cure Potency: 300 (Enhanced Healing Magic 400)
Raise
Raise from Final Fantasy XIV icon.png
Conjurer 12 Spell 8s 2.5s 2400 MP 30y
Resurrects target to a weakened state.
Stone II
Stone II from Final Fantasy XIV icon.png
Conjurer 18 Spell 1.5s 2.5s 200 MP 25y
Deals earth damage with a potency of 190.

Stone Mastery II Upgrades to Stone III.

Cure II
Cure II from Final Fantasy XIV icon.png
Conjurer 30 Complete quest "In Nature's Embrace" Spell 2s 2.5s 1000 MP 30y
Restores target's HP.
Cure Potency: 700 (Enhanced Healing Magic 800)
Presence of Mind
Presence of Mind from Final Fantasy XIV icon.png
White Mage 30 Complete quest "Seer Folly" Ability Instant 120s
Reduces spell cast time and recast time, and auto-attack delay by 20%.
Duration: 15s
Regen
Regen from Final Fantasy XIV icon.png
White Mage 35 Complete quest "Only You Can Prevent Forest Ire" Spell Instant 2.5s 400 MP 30y
Grants healing over time effect to target.
Cure Potency: 200 (Enhanced Healing Magic 250)
Duration: 18s
Cure III
Cure III from Final Fantasy XIV icon.png
White Mage 40 Complete quest "O Brother, Where Art Thou" Spell 2s 2.5s 1500 MP 30y 10y radius
Restores HP of target and all party members nearby target.
Cure Potency: 550 (Enhanced Healing Magic 600)
Holy
Holy from Final Fantasy XIV icon.png
White Mage 45 Complete quest "Yearn for the Urn" Spell 2.5s 2.5s 400 MP 8y radius
Deals unaspected damage with a potency of 140 to all nearby enemies.
Additional Effect: Stun
Duration: 4s

Holy Mastery Upgrades to Holy III.

Aero II
Aero II from Final Fantasy XIV icon.png
Conjurer 46 Spell Instant 2.5s 200 MP 25y
Deals wind damage with potency of 50
Additional Effect: Wind damage over time
Potency: 50
Duration: 30s

Aero Mastery II Upgrades to Dia.

Medica II
Medica II from Final Fantasy XIV icon.png
Conjurer 50 Spell 2s 2.5s 1000 MP 20y radius
Restores own HP and the HP of all nearby party members.
Cure Potency: 200 (Enhanced Healing Magic 250)
Additional Effect: Regen
Cure Potency: 100 (Enhanced Healing Magic 150)
Duration: 15s
Benediction
Benediction from Final Fantasy XIV icon.png
White Mage 50 Complete quest "Heart of the Forest" Ability Instant 180s 30y
Restores all of a target's HP.
Afflatus Solace
Afflatus Solace from Final Fantasy XIV icon.png
White Mage 52 Spell Instant 2.5s 30y
Restores target's HP.
Cure Potency: 700 (Enhanced Healing Magic 800)
Transcendent Afflatus Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily
Asylum
Asylum from Final Fantasy XIV icon.png
White Mage 52 Complete quest "A Journey of Purification" Ability Instant 90s 30y 10y radius
Envelops a designated area in a veil of succor, granting healing over time to self and any party members who enter.
Cure Potency: 100
Duration: 24s
Enhanced Asylum Additional Effect: Increases HP recovery via healing actions on party members in the designated area by 10%
Stone III
Stone III from Final Fantasy XIV icon.png
White Mage 54 Complete quest "The Girl with the Dragon Tissue" Spell 1.5s 2.5s 300 MP 25y
Deals earth damage with a potency of 220.

Stone Mastery III Upgrades to Stone IV.

Assize
Assize from Final Fantasy XIV icon.png
White Mage 56 Complete quest "The Dark Blight Writhes" Ability Instant 45s 15y radius
Deals unaspected damage with a potency of 400 to all nearby enemies.
Additional Effect: Restores own HP and the HP of nearby party members.
Cure Potency: 400
Additional Effect: Restores 5% of maximum MP
Thin Air
Thin Air from Final Fantasy XIV icon.png
White Mage 58 Complete quest "In the Wake of Death" Ability Instant 60s
Next action is executed without MP cost.
Duration: 12s
Maximum Charges: 2
Tetragrammaton
Tetragrammaton from Final Fantasy XIV icon.png
White Mage 60 Complete quest "Hands of Healing" Ability Instant 60s 30y
Restores target's HP.
Cure Potency: 700
Stone IV
Stone IV from Final Fantasy XIV icon.png
White Mage 64 Spell 1.5s 2.5s 400 MP 25y
Deals earth damage with a potency of 260.

Stone Mastery IV Upgrades to Glare.

Divine Benison
Divine Benison from Final Fantasy XIV icon.png
White Mage 66 Ability Instant 30s 30y
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 500 potency.
Duration: 15s
Enhanced Divine Benison Maximum Charges: 2
Plenary Indulgence
Plenary Indulgence from Final Fantasy XIV icon.png
White Mage 70 Complete quest "What She Always Wanted" Ability Instant 60s 20y radius
Grants Confession to self and nearby party members.

Upon receiving HP recovery via Medica, Medica II, Cure III, or Afflatus Rapture cast by self, Confession triggers an additional healing effect.

Cure Potency: 200
Duration: 10s
Dia
Dia from Final Fantasy XIV icon.png
White Mage 72 Spell Instant 2.5s 400 MP 25y
Deals unaspected damage with a potency of 60.
Additional Effect: Unaspected damage over time
Potency: 60
Duration: 30s
Glare
Glare from Final Fantasy XIV icon.png
White Mage 72 Spell 1.5s 2.5s 400 MP 25y
Deals unaspected damage with a potency of 290.

Glare Mastery Upgrades to Glare III.

Afflatus Misery
Afflatus Misery from Final Fantasy XIV icon.png
White Mage 74 Spell Instant 2.5s 25y 5y radius
Deals unaspected damage to target and all enemies nearby it with a potency of 1,240 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
Afflatus Rapture from Final Fantasy XIV icon.png
White Mage 76 Spell Instant 2.5s 20y radius
Restores own HP and the HP of all nearby party members.
Cure Potency: 300 (Enhanced Healing Magic 400)
Additional Effect: Nourishes the Blood Lily
Healing Gauge Cost: 1 Lily
Temperance
Temperance from Final Fantasy XIV icon.png
White Mage 80 Ability Instant 120s
Increases healing magic potency by 20%, while reducing damage taken by self and all party members within a radius of 30 yalms by 10%.
Duration: 20s
Glare III
Glare III from Final Fantasy XIV icon.png
White Mage 82 Spell 1.5s 2.5s 400 MP 25y
Deals unaspected damage with a potency of 310.
Holy III
Holy III from Final Fantasy XIV icon.png
White Mage 82 Spell 2.5s 2.5s 400 MP 8y radius
Deals unaspected damage with a potency of 150 to all nearby enemies.
Additional Effect: Stun
Duration: 4s
Aquaveil
Aquaveil from Final Fantasy XIV icon.png
White Mage 86 Ability Instant 60s 30y
Reduces damage taken by a party member or self by 15%.
Duration: 8s
Liturgy of the Bell
Liturgy of the Bell from Final Fantasy XIV icon.png
White Mage 90 Ability Instant 180s 30y
Places a healing blossom at the designated location and grants 5 stacks of Liturgy of the Bell to self.
Duration: 15s

Taking damage will expend 1 stack of Liturgy of the Bell to heal self and all party members within a radius of 20 yalms.

Cure Potency: 400

The effect of this action can only be triggered once per second.
Any remaining stacks of Liturgy of the Bell will trigger an additional healing effect when time expires or upon executing this action a second time.

Cure Potency: 200 for every remaining stack of Liturgy of the Bell

This action does not share a recast timer with any other actions.

Role Actions[]

Ability Level Type Cast Recast MP Cost Range Area
Repose
Repose Role from Final Fantasy XIV icon.png
Healer 8 Spell 2.5s 2.5s 600 MP 30y
Afflicts target with Sleep
Duration: 30s

Cancels auto-attack upon execution.

Esuna
Esuna Role from Final Fantasy XIV icon.png
Healer 10 Spell 1s 2.5s 400 MP 30y
Removes a single detrimental effect from target.
Lucid Dreaming
Lucid Dreaming from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 14 Ability Instant 60s
Gradually restores own MP.
Potency: 55
Duration: 21s
Swiftcast
Swiftcast Role from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 18 Ability Instant 60s
Next spell is cast immediately.
Duration: 10s
Surecast
Surecast Role from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 44 Ability Instant 120s
Spells can be cast without interruption.
Additional Effect: Nullifies most knockback and draw-in effects
Duration: 6s
Rescue
Rescue from Final Fantasy XIV icon.png
Healer 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
Stone Mastery from Final Fantasy XIV icon.png
Conjurer 18 Upgrades Stone to Stone II.
Maim and Mend
Maim and Mend from Final Fantasy XIV icon.png
Conjurer 20 Increases base action damage and HP restoration by 10%.
Freecure
Freecure from Final Fantasy XIV icon.png
Conjurer 32 Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
Duration: 15s
Maim and Mend II
Maim and Mend II from Final Fantasy XIV icon.png
Conjurer 40 Increases base action damage and HP restoration by 30%.
Aero Mastery
Aero Mastery from Final Fantasy XIV icon.png
Conjurer 46 Upgrades Aero to Aero II.
Secret of the Lily
Secret of the Lily from Final Fantasy XIV icon.png
White Mage 52 Complete quest "A Journey of Purification" 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
Stone Mastery II from Final Fantasy XIV icon.png
White Mage 54 Complete quest "The Girl with the Dragon Tissue" Upgrades Stone II to Stone III.
Stone Mastery III
Stone Mastery III from Final Fantasy XIV icon.png
White Mage 64 Upgrades Stone III to Stone IV.
Aero Mastery II
Aero Mastery II from Final Fantasy XIV icon.png
White Mage 72 Upgrades Aero II to Dia.
Stone Mastery IV
Stone Mastery IV from Final Fantasy XIV icon.png
White Mage 72 Upgrades Stone IV to Glare.
Transcendent Afflatus
Transcendent Afflatus from Final Fantasy XIV icon.png
White Mage 74 Adds a Blood Lily to the Healing Gauge that blooms after three uses of Afflatus Solace or Afflatus Rapture.
Enhanced Asylum
Enhanced Asylum from Final Fantasy XIV icon.png
White Mage 78 Adds an additional effect to Asylum that increases HP recovery via healing actions by 10%.
Glare Mastery
Glare Mastery from Final Fantasy XIV icon.png
White Mage 82 Upgrades Glare to Glare III.
Holy Mastery
Holy Mastery from Final Fantasy XIV icon.png
White Mage 82 Upgrades Holy to Holy III.
Enhanced Healing Magic
Enhanced Healing Magic from Final Fantasy XIV icon.png
White Mage 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
Enhanced Divine Benison from Final Fantasy XIV icon.png
White Mage 88 Allows the accumulation of charges for consecutive uses of Divine Benison.
Maximum Charges: 2

PvP Actions[]

Ability Type Cast Recast MP Cost Range Area
Glare III
Glare III PvP from Final Fantasy XIV icon.png
Spell 1.44s 2.4s 25y
Deals unaspected damage with a potency of 5,000.
Cure II
Cure II PvP from Final Fantasy XIV icon.png
Spell 1.44s 15s 30y
Restores target's HP.
Cure Potency: 12,000
Maximum Charges: 2

This action does not share a recast timer with any other actions.
※Action changes to Cure III when under the effect of Cure III Ready.

Afflatus Misery
Afflatus Misery PvP from Final Fantasy XIV icon.png
Spell Instant 15s 30y 5y radius
Deals unaspected damage with a potency of 10,000 to target and all enemies nearby it.
This action does not share a recast timer with any other actions.
Aquaveil
Aquaveil PvP from Final Fantasy XIV icon.png
Ability Instant 20s 30y
Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 6,000 potency.
Duration: 10s
Additional Effect: Nullifies one status affliction that can be removed by Purify

Barrier potency is doubled when successfully nullifying a status affliction.

Miracle of Nature
Miracle of Nature PvP from Final Fantasy XIV icon.png
Ability Instant 25s 25y
Forcibly transforms target into a diminutive creature, preventing them from using actions.
Duration: 2s

Has no effect on players under the effect of Guard, players riding machina, or non-player combatants.

Seraph Strike
Seraph Strike PvP from Final Fantasy XIV icon.png
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 6,000.
Additional Effect: Grants Protect to self and nearby party members
Protect Effect: Reduces damage taken by 10%
Duration: 10s
Additional Effect: Grants Cure III Ready
Duration: 10s

Cannot be executed while bound.
Cure II changes to Cure III while under the effect of Cure III Ready.

Cure III
Cure III PvP from Final Fantasy XIV icon.png
Spell Instant 15s 30y 5y radius
Restores HP of target and all party members nearby target.
Cure Potency: 12,000

Can only be executed while under the effect of Cure III Ready.
※This action cannot be assigned to a hotbar.

Afflatus Purgation
Afflatus Purgation PvP from Final Fantasy XIV icon.png
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.
Additional Effect: Stun
Duration: 2s
Additional Effect: Grants Temperance
Temperance Effect: Increases damage dealt and healing potency by 10%, and grants Regen to self and nearby party members within 30 yalms
Cure Potency: 4,000
Duration: 15s

Can only be executed when the limit gauge is full.

Standard-issue Elixir
Standard-issue Elixir PvP from Final Fantasy XIV icon.png
Ability 4.5s 5s
Restores your HP and MP to maximum.
Casting will be interrupted when damage is taken.
Recuperate
Recuperate PvP from Final Fantasy XIV icon.png
Ability Instant 1s 2500 MP
Restores own HP.
Cure Potency: 15,000
Purify
Purify PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.Grants Resilience upon successfully removing one of the aforementioned effects.
Resilience Effect: Nullifies status afflictions that can be removed by Purify
Duration: 5s

Can be used even when under the effect of certain status afflictions.

Guard
Guard PvP from Final Fantasy XIV icon.png
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.
Duration: 5s

Movement speed is reduced by 50% for the duration of this effect.
Effect ends upon reuse, using another action, or when the effect duration expires.

Sprint
Sprint PvP from Final Fantasy XIV icon.png
Ability Instant 1.5s
Increases movement speed.
Effect ends upon reuse or execution of another action.

Removed abilities[]

The following abilities have been removed. Removed abilities will still appear on the 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.

Ability Level Type Cast Recast MP Cost Range Area
Cleric Stance
Cleric Stance CNJ from Final Fantasy XIV icon.png
Conjurer6 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
Protect CNJ from Final Fantasy XIV icon.png
Conjurer8 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.

Esuna
Esuna CNJ from Final Fantasy XIV icon.png
Conjurer18 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
Repose CNJ from Final Fantasy XIV icon.png
Conjurer26 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
Stoneskin from Final Fantasy XIV icon.png
Conjurer34 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

Conjurer36 Quick Stoneskin: Reduces cast time to 2.5 seconds.

Removed in patch 4.0.

Shroud of Saints
Shroud of Saints from Final Fantasy XIV icon.png
Conjurer38 Ability Instant 120s
Reduces enmity by half.
Additional Effect: Refresh
Refresh Potency: 60
Duration: 15s

Conjurer48 Enhanced Shroud of Saints: Increases refresh potency to 80.

Removed in patch 4.0.

Stoneskin II
Stoneskin II from Final Fantasy XIV icon.png
Conjurer50 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.

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.

Ability Level Description Image
Healing Wind 1 Restores 25% of HP and MP of all nearby party members. Healing Wind.png
Breath of the Earth 2 Restores 60% of HP and MP of all nearby party members. Breath of the Earth.png
Pulse of Life 3 Restores 100% HP and MP of all nearby party members. Revives any KO'd allies without applying Weakness. PulseOfLife XIV Limit.png

Other appearances[]

Final Fantasy Brave Exvius[]

Edgar - Chainsaw2.pngThis section about an ability in Final Fantasy Brave Exvius is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

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.

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.

Conjurer's barrier spell.

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.

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 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
Abilities
Role Actions
Removed Abilities

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.

References[]

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