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.
Conjurers are healers of nature who calls upon the land to aid them in battle. Using water magical spells, conjurers can support their allies in battle, while also providing some minor damage with earth and wind.
- Alchemist — Wands.
- Carpenter — Canes.
- Weaver — Cloth armor.
- Goldsmith — Earrings, bracelets, necklaces and rings.
See conjurer hunting log.
|Stone||CNJ||1||Spell||200||1.5s||2.5s||Deals earth damage with a potency of 140.|
|Cure||CNJ||2||Spell||400||1.5s||2.5s||Restores target's HP.|
|Aero||CNJ||4||Spell||200||Instant||2.5s||Deals wind damage with a potency of 50.|
|Medica||CNJ||10||Spell||900||2s||2.5s||Restores own HP and the HP of all nearby party members.|
|Raise||CNJ||12||Spell||2,400||8s||2.5s||Resurrects target to a weakened state.|
|Stone II||CNJ||18||Spell||200||1.5s||2.5s||Deals earth damage with a potency of 190.|
|Cure II||CNJ||1||30||Spell||1,000||2s||2.5s||Restores target's HP.|
|Presence of Mind||WHM||1||30||Ability||Instant||120s||Reduces spell cast time and recast time, and auto-attack delay by 20%.|
|Regen||WHM||1||35||Spell||400||Instant||2.5s||Grants healing over time effect to target.|
|Cure III||WHM||1||40||Spell||1,500||2s||2.5s||Restores HP of target and all party members nearby target.|
|Holy||WHM||1||45||Spell||400||2.5s||2.5s||Deals unaspected damage with a potency of 140 to all nearby enemies.|
|Aero II||CNJ||46||Spell||200||Instant||2.5s||Deals wind damage with a potency of 60.|
|Medica II||CNJ||50||Spell||1,000||2s||2.5s||Restores own HP and the HP of all nearby party members.|
|Benediction||WHM||1||50||Ability||Instant||180s||Restores all of a target's HP.|
|Repose||Healer||8||Spell||600||2.5s||2.5s||Inflicts target with Sleep.|
|Esuna||Healer||10||Spell||400||1s||2.5s||Removes a single detrimental effect from target.|
|Lucid Dreaming|| Magical Ranged DPS
|14||Ability||Instant||60s||Gradually restores own MP.|
|Swiftcast|| Magical Ranged DPS
|18||Ability||Instant||60s||Next spell is cast immediately.|
|Surecast|| Magical Ranged DPS
|44||Ability||Instant||120s||Spells can be cast without interruption.|
|Rescue||Healer||48||Ability||Instant||120s||Instantly draw target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements.|
|Stone Mastery||CNJ||18||Upgrades Stone to Stone II.|
|Maim and Mend|| CNJ
|20||Increases base action damage and HP restoration by 10%.|
|Freecure||CNJ||32||Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.|
|Maim and Mend II|| CNJ
|40||Increases base action damage and HP restoration by 30%.|
|Aero Mastery||CNJ||46||Upgrades Aero to Aero II.|
The conjurer can heal allies while also applying regenerating buffs to them. They can cause damage with earth and wind spells.
- Cure II - Restores target's HP.
- Medica II - Restores own HP and the HP of all nearby party members.
- Stone II - Deals earth damage with a potency of 190.
Conjurers have healing spells and abilities at their disposal. Some spells also place a regeneration buffs on allies to provide longer sustain and alleviate how much the conjurer has to heal. Their primary offensive spell is Stone II, which can be combo'd with Aero II whenever they need to inflict damage on enemies.
- Conjurer on the official website.