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Louisoix Leveilleur: Eorzea was destroyed by a force of unimaginable power raining down from the sky. It is the dawn of a new age!
The following article covers a subject from a previous version of White Mage (Final Fantasy XIV) that has since been removed.
Conjurer render for the original Final Fantasy XIV.
Conjurer render for the original Final Fantasy XIV.

In One's Element

Online Description

The Conjurer is a Disciple of Magic in original Final Fantasy XIV.

Overview[]

Conjurer calls upon elemental forces present in nature 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 used to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

Role[]

The seventh element is you!

Online Description

Conjurers are trained to coax metaphysical forces forth from the elements that 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.

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.

Abilities[]

Initial release

The following are a list of abilities usable by the Conjurer class at initial release of the 1.0 version of Final Fantasy XIV.

Ability Icon Rank Type Element Action Cost MP Cost TP Cost Cast Recast Requires
Description
Fire 1 Spell Fire 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals fire damage to enemies within area of effect.
Blizzard 1 Spell Ice 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals ice damage to enemies within area of effect.
Thunder 1 Spell Lightning 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals lightning damage to enemies within area of effect.
Water 1 Spell Water 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals water damage to enemies within area of effect.
Stone 1 Spell Earth 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals earth damage to enemies within area of effect.
Aero 1 Spell Wind 3 10 0 2 secs 6 secs Disciples of War and Magic
Deals wind damage to enemies within area of effect.
Spirit Dart 1 Ability None 0 0 0 Instant 0 secs Conjury
Launch an elemental missile attack.
Tranquility 1 Ability None 0 0 0 Instant 0 secs Conjury
Suppress your senses and reflect inward, recovering MP.
Trance Chant 2 Ability None 3 0 0 Instant 0 secs Conjury
Intensify your next cast, preventing it from being interrupted.
Cure 4 Spell Neutral 2 12 0 2 secs 5 secs Disciples of War and Magic
Restores HP of allies within area of effect.
Stoneskin 6 Spell Earth 2 12 0 6 secs 30 secs Disciples of War and Magic
Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Repose 8 Spell Ice 3 8 0 2 secs 40 secs Disciples of War and Magic
Renders enemies within area of effect immobile.
Shock Spikes 8 Spell Lightning 3 12 0 3 secs 10 secs Disciples of War and Magic
Armors allies within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.
Profundity 10 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Enunciate and project, increasing the magic potency of your next cast. Lengthens cast and recast times.
Radiance 10 Ability Fire
Lightning
Wind
3 0 1000 Instant 0 secs Disciples of War and Magic
Sear an enemy with celestial brilliance, dealing astral damage. Grants the caster MP in proportion to damage dealt.
Burn 12 Spell Fire 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals fire damage over time to and reduces fire magic defense of enemies within area of effect.
Frost 12 Spell Ice 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals ice damage over time to and reduces ice magic defense of enemies within area of effect.
Shock 12 Spell Lightning 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals lightning damage over time to and reduces lightning magic defense of enemies within area of effect.
Drown 12 Spell Water 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals water damage over time to and reduces water magic defense of enemies within area of effect.
Choke 12 Spell Wind 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals wind damage over time to and reduces wind magic defense of enemies within area of effect.
Rasp 12 Spell Earth 3 16 0 2 secs 12 secs Disciples of War and Magic
Deals earth damage over time to and reduces earth magic defense of enemies within area of effect.
Soughspeak 14 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Speak in a whisper, reducing magic potency and rate of enmity generation.
Protect 16 Spell Fire
Lightning
Wind
2 9 0 3 secs 60 secs Disciples of War and Magic
Enhances the defense of allies within area of effect.
Shell 16 Spell Fire
Lightning
Wind
2 9 0 3 secs 60 secs Disciples of War and Magic
Enhances the magic defense of allies within area of effect.
Spiritbind 18 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Channel the elements, binding yourself and reducing MP consumption by half.
Cure II 20 Spell Neutral 2 20 0 2 secs 5 secs Disciples of War and Magic
Restores HP of allies within area of effect.
Elemental Shroud 20 Ability None 0 0 0 Instant 0 secs Conjury
Launch an elemental attack, dealing damage to the target and nearby enemies. Damage type varies with equipped arm.
Purge 22 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Alter a being's very essence, rendering the target's elemental alignment neutral.
Fire II 24 Spell Fire 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals fire damage to enemies within area of effect.
Blizzard II 24 Spell Ice 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals ice damage to enemies within area of effect.
Thunder II 24 Spell Lightning 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals lightning damage to enemies within area of effect.
Water II 24 Spell Water 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals water damage to enemies within area of effect.
Stone II 24 Spell Earth 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals earth damage to enemies within area of effect.
Aero II 24 Spell Wind 3 20 0 3 secs 14 secs Disciples of War and Magic
Deals wind damage to enemies within area of effect.
Resonance 26 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Alter your tone, increasing the range and reducing the area of effect of conjury spells.
Paralyna 28 Spell Fire
Lightning
Wind
2 12 0 1 secs 5 secs Disciples of War and Magic
Removes paralysis from party members within area of effect.
Silena 28 Spell Fire
Lightning
Wind
2 24 0 1 secs 5 secs Disciples of War and Magic
Removes silence from party members within area of effect.
Fastcast 30 Ability None 4 0 0 Instant 0 secs All Classes
Increases your casting speed by 20%.
Roaming Soul 30 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Hum your next spell, lengthening its effect once cast.
Levinbolt 30 Ability Lightning 3 0 1000 Instant 0 secs Disciples of War and Magic
Launch a charged bolt, dealing lightning damage and additional damage over time.
Sleep 32 Spell Ice
Water
Earth
3 18 0 3 secs 30 secs Disciples of War and Magic
Induces slumber among enemies within area of effect.
Profundity II 34 Ability None 3 0 0 Instant 0 secs Conjury
Enunciate and project, increasing the magic potency of your next cast. Lengthens cast and recast times.
Burn II 36 Spell Fire 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals fire damage over time to and reduces fire magic defense of enemies within area of effect.
Frost II 36 Spell Ice 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals ice damage over time to and reduces ice magic defense of enemies within area of effect.
Shock II 36 Spell Lightning 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals lightning damage over time to and reduces lightning magic defense of enemies within area of effect.
Drown II 36 Spell Water 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals water damage over time to and reduces water magic defense of enemies within area of effect.
Choke II 36 Spell Wind 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals wind damage over time to and reduces wind magic defense of enemies within area of effect.
Rasp II 36 Spell Earth 3 28 0 3 secs 14 secs Disciples of War and Magic
Deals earth damage over time to and reduces earth magic defense of enemies within area of effect.
Raise 38 Spell Fire
Lightning
Wind
3 0 0 10 secs 60 secs Disciples of War and Magic
Revives a KO'd target.
Chainspell 40 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Repeat your incantation, reducing cast times, recast times, and stamina costs.
Nature's Fury 40 Ability None 0 0 0 Instant 0 secs Conjury
Launch an elemental attack, dealing damage to the target and nearby enemies. Damage type varies with equipped arm.
Shock Spikes II 42 Spell Lightning 3 24 0 3 secs 10 secs Disciples of War and Magic
Armors allies within area of effect with spikes of lightning, granting the ability to stun and deal lightning damage to attacking enemies.
Stoneskin II 42 Spell Earth 2 24 0 6 secs 30 secs Disciples of War and Magic
Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Tractor 42 Spell Fire
Lightning
Wind
2 0 0 10 secs 10 secs Disciples of War and Magic
Hardens the skin of allies within area of effect, absorbing a certain amount of damage.
Flare 44 Spell Fire 4 100 0 6 secs 20 secs Conjury
Deals massive fire damage to enemies within area of effect.
Freeze 44 Spell Ice 4 100 0 6 secs 20 secs Conjury
Deals massive ice damage to enemies within area of effect.
Burst 44 Spell Lightning 4 100 0 6 secs 20 secs Conjury
Deals massive lightning damage to enemies within area of effect.
Flood 44 Spell Water 4 100 0 6 secs 20 secs Conjury
Deals massive water damage to enemies within area of effect.
Tornado 44 Spell Wind 4 100 0 6 secs 20 secs Conjury
Deals massive wind damage to enemies within area of effect.
Quake 44 Spell Earth 4 100 0 6 secs 20 secs Conjury
Deals massive earth damage to enemies within area of effect.
Purge II 46 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Alter a being's very essence, rendering the target's elemental alignment neutral.
Cure III 48 Spell Neutral 2 36 0 2 secs 6 secs Disciples of War and Magic
Restores HP of allies within area of effect.
Protect II 48 Spell Fire
Lightning
Wind
2 19 0 3 secs 60 secs Disciples of War and Magic
Enhances the defense of allies within area of effect.
Shell II 48 Spell Fire
Lightning
Wind
2 19 0 3 secs 60 secs Disciples of War and Magic
Enhances the magic defense of allies within area of effect.
One With Nature 50 Ability None 3 0 0 Instant 0 secs All Classes
Increases your affinity with conjurer-based actions by 10, up to a maximum of 100.
Soughspeak II 50 Ability None 3 0 0 Instant 0 secs Disciples of War and Magic
Speak in a whisper, reducing magic potency and rate of enmity generation.
Levinbolt II 50 Ability Lightning 3 0 1000 Instant 0 secs Disciples of War and Magic
Launch a charged bolt, dealing lightning damage and additional damage over time.
Patch 1.20

The following are a list of abilities usable by the Conjurer class after the release of Patch 1.20 in the 1.0 version of Final Fantasy XIV.

Ability Level MP Cost Type Usage Cast/Recast/Duration Combo
Stone 1 Varies Damage All 2 sec/6 sec/—
Deals earth damage. Chance to inflict Evasion Down.
Cure 2 Varies Healing All 2 sec/5 sec/—
Restores a portion of target's HP.
Aero 4 Varies Damage All 2 sec/5 sec/—
Deals Wind damage. Chance to inflict bleed effect.
Protect 6 Varies Enhancing All 3 sec/30 sec/300 sec
Increases the Defense of all party members within range of the target.
Cleric Stance 10 None Enhancing Exclusive —/30 sec/—
Increases potency of attack spells by 20% and reduces potency of healing spells by 20%. Effect fades upon reuse.
Blissful Mind 14 None Enhancing Exclusive —/30 sec/—
Gradually reduces HP and restores MP. Effect fades and stored MP is obtained upon reuse.
Raise 18 Varies Enhancing All 10 sec/300 sec/—
Resurrects the target.
Stonera 22 Varies Damage Exclusive 3 sec/30 sec/— Combo Action: Stone
Combo Bonus: Increased damage and conversion to single target.
Deals earth damage to target and enemies near it. Chance to inflict Heavy.
Stoneskin 26 Varies Enhancing All 3 sec/30 sec/300 sec
Creates a barrier around the target that prevents a fixed amount of damage.
Cura 30 Varies Healing Exclusive 2 sec/5 sec/—
Restores a large portion of target's HP.
Sacred Prism 34 None Enhancing All —/90 sec/60 sec
Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets.
Shroud of Saints 38 None Enhancing Exclusive —/180 sec/20 sec
Temporarily reduces enmity by half, and gradually restores MP while effect is active.
Aerora 42 Varies Damage Exclusive 4 sec/20 sec/— Combo Action: Aero
Combo Bonus: Increased accuracy and conversion to single target.
Deals wind damage to the target and enemies near it. Dispels an effect on each target.
Curaga 46 Varies Healing Exclusive 3 sec/10 sec/—
Restores HP of all party members within range of target. Healing priority is given to those with lowest HP.
Repose 50 Varies Enfeebling Exclusive 3 sec/30 sec/60 sec
Inflicts target with Sleep.

Traits[]

Name Level Description
Greater Healing 8 Increases healing magic potency by 8.
Greater Enhancing Magic 12 Increases enhancing magic potency by 8.
Enhanced Magic Accuracy 16 Increases magic accuracy by 8.
Auto-refresh 20 Gradually regenerates MP.
Enhanced Protect 24 Increases magic defense gained from Protect.
Greater Healing II 28 Increases healing magic potency by 10.
Enhanced Blissful Mind 32 Increases speed of Blissful Mind accumulation.
Enhanced Stoneskin 36 Increases efficacy of Stoneskin.
Swift Sacred Prism 40 Reduces recast time of Sacred Prism by 30 seconds.
Swift Shroud of Saints 44 Reduces recast time of Shroud of Saints by 60 seconds.
Enhanced Raise 48 Causes Raise to no longer inflict enfeebling effects.

Soul Crystals[]

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.

The White Mage Soul Crystal can be obtained by completing the quest Seeds of Initiative that becomes available when the player reaches Conjurer level 30 and Gladiator level 15; it grants new support abilities to augment healing, but only allow the use of Gladiator and Pugilist abilities.

Abilities[]

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

Ability Icon MP Cost Type Recast/Duration
Presence of Mind None Enhancing 300 sec
Removes cast time and recast time of next spell.
Regen Varies Enhancing 5 sec
Grants healing over time effect to target.
Esuna Varies Healing 10 sec
Removes one enfeebling effect from a target.
Holy All (requires a minimum of 280MP) Damage 300 sec
Consumes all MP to deal damage to enemies in range. Chance to inflict Bind.
Benediction None Healing 900 sec
Restores HP of all party members within range.

Gallery[]

Abilities (Initial Release)
Abilities (Patch 1.20)
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