Conjurer - Final Fantasy XIV Guide - IGN (2024)

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Table of Contents

Click a link below to immediately jump to the corresponding part on this page.

  • Lore
  • Combat Role
  • Skills
  • Traits
  • Hunting Log

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Lore

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.

Combat Role

Conjurers produce spells by calling on the elements of earth, wind, and water. They are able to use spells that heal or strengthen players.

During battle they will be in the back lines using their repertoire to help keep their party members alive. Being part of the Disciples of Magic causes them to have lower health than most other classes, so they must take care to avoid damage at all costs.

Don't count a Conjurer out of the fight! With their Cleric Stance ability, they can ease back on the healing and dish out the hurt! Though Conjurers rely on their Mind attribute, Cleric Stance switches their Mind with their Intelligence, allowing them to really pack a punch when the party has the upper hand.

Conjurer's Arms or Weapons include unique Wands, Crooks, Radicals, and Canes. A Conjurer's most important stat is mind, which increases their healing magic potency.

Once a Conjurer reaches level 30, he or she can become a White Mage. In addition, having a level 15 Arcanist is also required to unlock the White Mage Job.

Skills

The Conjurer is perhaps the most valuable ally a party can ever have. Their skills are designed to keep the party alive for as long as possible. They do come equipped with some damage spells, but primarily their skills will buff the party and heal them throughout battle.

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Stone

stone.png

Deals earth damage with a potency of 140.
*Name *Level *Cast *Recast
Stone 1 2.5 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
5
0 25 yalms 0 yalms 20 seconds
*Classes
Cnj, Thm, Whm
*Additional Effect
Heavy +40% on target for 20 seconds

Cure

cure.png

Restores target's HP.
*Name *Level *Cast *Recast
Cure 2 2 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
5
0 30 yalms 0 yalms None
*Classes
Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm
*Cure Potency
300

Aero

aero.png

Deals wind damage with a potency of 50.
*Name *Level *Cast *Recast
Aero 4 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
6
0 25 yalms 0 yalms 18 seconds
*Classes
Acn, Cnj, Smn, Thm, Whm
*Additional Effect
Wind damage over time, potency 25

Cleric Stance

cleric-stance.png

Swaps INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%.
*Name *Level *Cast *Recast
Cleric Stance 6 seconds 5 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 0 yalms Ongoing
*Classes
Cnj, Sch, Whm

Protect

protect.png

Increases physical defense of all party members within range of target.
*Name *Level *Cast *Recast
Protect 8 3 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
0
0 30 yalms 15 yalms 1800 seconds
*Classes
Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm

Medica

medica.png

Restores own HP and HP of nearby party members.
*Name *Level *Cast *Recast
Medica
10 2.5 seconds
2.5 seconds
*MP *TP *Range *Radius *Duration
12
0 0 yalms 15 yalms None
*Classes
Cnj, Whm
*Cure Potency
250

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Raise

raise.png

Resurrects target to a weakened state. Cannot be used in combat
*Name *Level *Cast *Recast
Raise 12 8 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
31
0 30 yalms 0 yalms None
*Classes
Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm

Fluid Aura

fluid-aura.png

Deals water damage with a potency of 150.
*Name *Level *Cast *Recast
Fluid Aura 15 0 seconds 30 seconds
*MP *TP *Range *Radius *Duration
0 0 5 yalms 0 yalms 6 seconds
*Classes
Cnj, Whm
*Additional Effect
15-Yalm knockback and Bind

Esuna

esuna.png

Cures a single detrimental effect from target.
*Name *Level *Cast *Recast
Esuna 18 1 second
2.5 seconds
*MP *TP *Range *Radius *Duration
7
0 0 yalms 0 yalms None
*Classes
Cnj, Whm
*Additional Effect
20% chance next Esuna will cost no MP

Stone II

stone-ii.png

Deals earth damage with a potency of 170.
*Name *Level *Cast *Recast
Stone II 22 2.5 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
7
0 25 yalms
0 yalms None
*Classes
Cnj, Whm

Repose

repose.png

Inflicts target with Sleep.
*Name *Level *Cast *Recast
Repose 26 2.5 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
8
0 30 yalms 0 yalms 30 seconds
*Classes
Cnj, Whm
*Additional Note
Cancels auto-attack upon execution

Cure II

cure-ii.png

Restores target's HP.
*Name *Level *Cast *Recast
Cure II 30 0 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
12
0 30 yalms 0 yalms None
*Classes
Cnj, Whm
*Additional Effect
15% chance next Cure III will restore critical HP, chance lasts 15 seconds

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Stoneskin

stoneskin.png

Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP.
*Name *Level *Cast *Recast
Stoneskin 34 3 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
15
0 30 yalms 0 yalms 1800 seconds
*Classes
Acn, Arc, Cnj, Gla, Lnc, Mrd, Pgl, Pld, Sch, Thm, Whm

Shroud of Saints

shroud-of-saints.png

Reduces enmity by half.
*Name *Level *Cast *Recast
Shroud of Saints 38 0 seconds 180 seconds
*MP *TP *Range *Radius *Duration
0 0 0 yalms 0 yalms 15 seconds
*Classes
Cnj, Whm
*Additional Effect
Refresh, potency of 80

Cure III

cure-iii.png

Restores HP of all party members within range of target.
*Name *Level *Cast *Recast
Cure III 42 2.5 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
15
0 30 yalms 4 yalms None
*Classes
Cnj, Whm
*Cure Potency
550

Aero II

aero-ii.png

Deals wind damage with a potency of 50.
*Name *Level *Cast *Recast
Aero II 46 2.5 seconds 2.5 seconds
*MP *TP *Range *Radius *Duration
11
0 25 yalms 0 yalms 12 seconds
*Classes
Cnj, Whm
*Additional Effect
Wind damage with potency of 40 over 12 seconds

Medica II

medica-ii.png

Restores your own HP and HP of nearby party members.
*Name *Level *Cast *Recast
Medica II 50 3.5 seconds 3 seconds
*MP *TP *Range *Radius *Duration
26
0 0 yalms 20 yalms 15 seconds
*Classes
Cnj, Whm
*Cure Potency
200
*Additional Effect
Regen, potency 100 for 15 seconds

Traits

Traits are unlocked as you level up and apply a passive bonus to your character and their abilities. The Gladiators traits focus on survivability, giving him increased health and extending the duration of his various skills.

Name Level

enhanced-mind.png

Enhanced Mind 8
Increases mind by 2 points.

enhanced-mind-ii.png

Enhanced Mind II 14
Increases mind by 4 points.

proshell.png

Proshell 16
Adds increased magic defence to Protect effect.

maim-and-mend.png

Maim and Mend 20
Increases base action damage and HP restoration by 10%.

enhanced-mind-iii.png

Enhanced Mind III 24
Increases mind by 6 points.

enhanced-raise.png

Enhanced Raise 28
Allows the casting of Raise while engaged in battle.

freecure.png

Freecure 32
Grants a 15% chance that after casting Cure, the MP cost of your next Cure II will be 0.

graniteskin.png

Graniteskin 36
Increases Stoneskin effectiveness to 18%.

maim-and-mend-ii.png

Maim and Mend II 40
Increases base action damage and HP restoration by 30%.

overcure.png

Overcure 44
Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP.

enhanced-shroud-of-saints.png

Enhanced Shroud of Saints 48
Increases Shroud of Saints refresh potency to 80.

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Hunting Log

Below is a list of the Hunting Logs available to the Conjurer. Click each one to see a detailed list of the enemies needed for each one.

  • Conjurer Hunting Log Tier 1 - Reward 2,500
  • Conjurer Hunting Log Tier 2 - Reward 10,000

Up Next: Thaumaturge

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