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||480||2.5s||2.5s||Deals earth damage with a potency of 140.|
|Cure||CNJ||2||Spell||600||2s||2.5s||Restores target's HP.|
|Aero||CNJ||4||Spell||480||Instant||2.5s||Deals wind damage with a potency of 50.|
|Medica||CNJ||10||Spell||1,680||2.5s||2.5s||Restores own HP and the HP of all nearby party members.|
|Raise||CNJ||12||Spell||3,600||8s||2.5s||Resurrects target to a weakened state.|
|Fluid Aura||CNJ||1||15||Ability||Instant||30s||Deals a 15-yalm knockback.|
|Stone II||CNJ||18||Spell||600||2.5s||2.5s||Deals earth damage with a potency of 200.|
|Repose||CNJ||26||Spell||960||2.5s||2.5s||Inflicts target with Sleep.|
|Cure II||CNJ||1||30||Spell||1,200||2s||2.5s||Restores target's HP.|
|Aero II||CNJ||46||Spell||600||Instant||2.5s||Deals wind damage with a potency of 50.|
|Medica II||CNJ||50||Spell||2,040||3s||2.5s||Restores own HP and the HP of all nearby party members.|
|Cleric Stance||Healer||8||Ability||Instant||90s||Increases attack magic potency by 5%.|
Magic Ranged DPS
|12||Spell||2.5s||2.5s||Deals unaspected damage with a potency of 50.|
|Protect||Healer||16||Spell||3s||2.5s||Increases the physical and magic defense of target and all party members nearby target.|
|Esuna||Healer||20||Spell||1s||2.5s||Removes a single detrimental effect from target.|
|Lucid Dreaming|| Magic Ranged DPS
|24||Ability||Instant||120s||Reduces enmity by half.|
|Swiftcast|| Magic Ranged DPS
|32||Ability||Instant||60s||Next spell is cast immediately.|
|Eye for an Eye||Healer||36||Ability||Instant||180s||Erects a magicked barrier around a single party member or pet.|
|Largesse||Healer||40||Ability||Instant||90s||Increases healing magic potency by 20%.|
|Surecast|| Magic Ranged DPS
|44||Ability||Instant||30s||Spells can be cast without interruption.|
|Rescue||Healer||48||Ability||Instant||150s||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.|
|Enhanced Mind|| CNJ
|20||Increases mind by 8.|
|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.|
|Enhanced Mind II|| CNJ
|40||Increases mind by 16.|
|Maim and Mend II|| CNJ
|40||Increases base action damage and HP restoration by 30%.|
|Aero Mastery||CNJ||46||Upgrades Aero to Aero II.|
|Enhanced Mind III|| CNJ
|60||Increases mind by 24.|
- 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 200.
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.