Conjury 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 then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurer's Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be the most powerful.
One of the few available classes in Eorzea, the Conjurer is a Disciple of Magic. 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 conjurer's intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.
Gridania, the Conjurers' Guild can be found in the Stillglade Fane, in the northwestern most part of the city.
The minimum level for obtaining the abilities, traits, and weapon skills is listed below, however they may suffer from a reduced effect, increased recast, or shortened duration if you are not at or above the optimal rank for them. In addition, a reduced effect, increased recast, and shortened duration may be experienced by any non-Conjurer class when using Conjurer abilities, traits, and weapon skills.
Conjurer calculate attack damage based on Mind (MND) and Piety (PIE).
The following is a table of abilities and traits gained by Conjurer ordered by level. Active abilities are gained at levels 1, 2, 4, and 6, then every 4 levels thereafter. Passive traits are gained every 4 levels alternating with active abilities starting at level 8. Items in gray and with a » mark are passive traits.
|●||Exclusive to Conjurer|
|Level||Name|| Cast Time|
| Recast |
| Duration |
|1||Stone||0:02||0:06||–:—||36 MP||Deals earth damage. Chance to inflict Evasion Down.||●|
|2||Cure||0:02||0:05||–:—||20 MP||Restores a portion of target's HP.|
|4||Aero||0:03||0:06||–:—||36 MP||Deals wind damage. Chance to inflict bleed effect.||●|
|6||Protect||0:03||0:30||5:00||39 MP||Increases the defense of all party members within range of the target.|
|»8||Greater Healing||Increases healing magic potency by +8.||●|
|10||Cleric Stance||–:—||0:30||–:—||Increases potency of attack spells by 20% and reduces potency of healing spells by 20%. Effect fades upon reuse.||●|
|»12||Greater Enhancing Magic||Increases enhancing magic potency by +8.||●|
|14||Blissful Mind||–:—||0:30||–:—||Gradually reduces HP and stores MP. Effect fades and stored MP is obtained upon reuse.||●|
|»16||Enhanced Magic Accuracy||Increases magic accuracy by +8.||●|
|18||Raise||0:10||5:00||–:—||72 MP||Resurrects the target.|
|»20||Auto-refresh||Gradually regenerates MP.||●|
|22||Stonera||0:03||0:30||–:—||72 MP||Deals earth damage to target and enemies near it. Chance to inflict Heavy.||●||●|
|»24||Enhanced Protect||Increases magic defense gained from Protect.||●|
|26||Stoneskin||0:03||0:30||5:00||24 MP||Creates a barrier around the target that prevents a fixed amount of damage.|
|»28||Greater Healing II||Increases healing matic potency by +10.||●|
|30||Cura||0:02||0:05||–:—||48 MP||Restores a large portion of target's HP.||●|
|»32||Enhanced Blissful Mind||Increases speed of Blissful Mind accumulation.||●|
|34||Sacred Prism||–:—||1:30||1:00||Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets.|
|»36||Enhanced Stoneskin||Increases efficacy of Stoneskin.||●|
|28||Shroud of Saints||–:—||3:00||0:20||Temporarily reduces enmity by half, and gradually restores MP while effect is active.||●|
|»40||Swift Sacred Prism||Reduces recast of Sacred Prism by 30 seconds.||●|
|42||Aerora||0:04||0:20||–:—||72 MP||Deals wind damage to the target and enemies near it. Dispels an effect on each target.||●||●|
|»44||Swift Shroud of Saints||Reduces recast time of Shroud of Saints by 1 minute.||●|
|46||Curaga||0:03||0:10||–:—||72 MP||Restores HP of all party members within range of target. healing priority is given to those with lowest HP.||●|
|»48||Enhanced Raise||Causes Raise to no longer inflict enfeebling effects.||●|
|50||Repose||0:03||0:30||–:—||39 MP||Inflicts target with Sleep.||●|
The following is a table of executable combos for a Conjurer. Abilities must be executed in the correct positions in order to activate a combo. Correctly executing a combo will cause the cost of the second and third abilities to be waived, along with adding extra bonuses listed below.
Increased damage and conversion to single target.
Increased accuracy and conversion to single target.