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Disciplines

Conjurer (CNJ) Abilities, Traits and Cross Class


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FFXIV - Disciples of Magic - Conjurer



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 Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be most powerful.

Below is a list of current actions and traits for the Conjurer class as of beta phase 3 of FFXIV: A Realm Reborn and the levels they are earned. FFXIV: ARR has seen many changes to the battle system over what was in 1.23.

By completting quests the Conjurer can become a White Mage.

As a Conjurer you should be focusing on MND as this increases healing magic potency. PIE may also be useful if you are having MP issues.

Abilities


Abilities are actions that the Conjurer can equip to their bar and select to use at any time as long as their timer is available. MP scales with level and the MP values listed below are based on a level 50 character.

DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | SMN SCH | White Mage | Black Mage

Name Level Cast Recast MP TP Range Radius Requires
FFXIV - Conjurer - Stone Stone 1 2.5 2.5 133 0 25y 0y CNJ WHM
Deals earth dmg with a potency of 140.
Additional Effect: Heavy +40% Duration: 20s
FFXIV - Conjurer - Cure Cure 2 2 2.5 133 0 30y 0y GLA PGL MRD LNC ARC CNJ THM PLD WHM ACN SCH
Restores target's HP. Cure Potency: 400
Additional Effect: 15% chance next Cure II will cost no MP.
Duration: 15s
FFXIV - Conjurer - Aero Aero 4 0 2.5 159 0 25y 0y CNJ THM ACN WHM SCH
Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time.
Potency: 25
Duration 18s
FFXIV - Conjurer - Cleric Stance Cleric Stance 6 0 5 0 0 0y 0y CNJ WHM SCH
Swaps INT and MND attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.
FFXIV - Conjurer - Protect Protect 8 3 2.5 266 0 30y 15y GLA PGL MRD LNC ARC CNJ THM PLD WHM ACN SCH
Increases the physical defence of all party members within range of target.
Duration: 30m
FFXIV - Conjurer - Medica Medica 10 2.5 2.5 319 0 0y 15y CNJ WHM
Restores own HP and the HP of all nearby party members.
Cure Potency: 300
FFXIV - Conjurer - Raise Raise 12 8 2.5 798 0 30y 0y GLA PGL MRD LNC ARC CNJ THM PLD WHM ACN SCH
Resurrects target to a weakened state. (Cannot be used when in combat until level 28.)
FFXIV - Conjurer - Fluid Aura Fluid Aura 15 0 30 0 0 5y 0y CNJ WHM
Deals water damage with a potency of 150.
Additional Effect: 15-yalm knockback and Bind. Duration: 6s
FFXIV - Conjurer - Esuna Esuna 18 2.5 2.5 186 0 0y 0y CNJ WHM
Cures a single detrimental effect from target.
Additional Effect: 20% chance next Esuna will cost no MP
FFXIV - Conjurer - Stone II Stone II 22 2.5 2.5 186 0 25y 0y CNJ WHM
Deals earth damage with a potency of 170.
FFXIV - Conjurer - Repose Repose 26 2.5 2.5 212 0 30y 0y CNJ WHM
Inflicts target with Sleep. Duration: 30s
Cancels auto-attack upon execution.
FFXIV - Conjurer - Cure II Cure II 30 0 2.5 266 0 30y 0y CNJ WHM
Restores target's HP. Cure Potency: 650
Additional Effect: 15% chance next Cure III will cost half MP. Duration: 15s
FFXIV - Conjurer - Stoneskin Stoneskin 34 3 2.5 399 0 30y 0y GLA PGL MRD LNC ARC CNJ THM PLD WHM ACN SCH
Creates a barrier around target that prevents physical damage totaling 18% of target's maximum HP. (10% until 36)
FFXIV - Conjurer - Shroud of Saints Shroud of Saints 38 0 180 0 0 0y 0y CNJ WHM
Reduces enmity by half. Additional Effect: Refresh
Refresh Potency: 80 Duration: 15s
FFXIV - Conjurer - Cure III Cure III 42 2 2.5 399 0 30y 6y CNJ WHM
Restores HP of all party members within range of target.
Cure Potency: 550
FFXIV - Conjurer - Aero II Aero II 46 2.5 2.5 292 0 25y 0y CNJ WHM
Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time.
Potency: 40
Duration 12s
FFXIV - Conjurer - Medica II Medica II 50 3.5 3 665 0 0y 20y CNJ WHM
Restores own HP and the HP of all nearby party members.
Cure Potency: 200
Additional Effect: Regen Cure Potency: 50
Duration: 30s


Traits


Traits are not abilities and can not be equipped to your bar. They are just earned as you level up and are always active. As a result they require 0 cast time and have a 0 MP and TP cost. They are also all exclusive to the conjurer class and its job White Mage.

Name Level Recast
FFXIV - Conjurer - Enhanced Mind Enhanced Mind 8 0
Increases mind by 2.
FFXIV - Conjurer - Enhanced Mind II Enhanced Mind II 14 0
Increases mind by 4.
FFXIV - Conjurer - Proshell Proshell 16 0
Adds increased magic defense to Protect effect.
FFXIV - Conjurer - Maim And Mend Maim And Mend 20 0
Increases base action damage and HP restoration by 10%.
FFXIV - Conjurer - Enhanced Mind III Enhanced Mind III 24 0
Increased mind by 6.
FFXIV - Conjurer - Enhanced Raise Enhanced Raise 28 0
Allows the casting of Raise while engaged in battle.
FFXIV - Conjurer - Freecure Freecure 32 0
Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.
FFXIV - Conjurer - Graniteskin Graniteskin 36 0
Increases Stoneskin effectiveness to 18%.
FFXIV - Conjurer - Maim And Mend II Maim And Mend II 40 0
Increases base action damage and HP restoration by 30%.
FFXIV - Conjurer - Overcure Overcure 44 0
Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP.
FFXIV - Conjurer - Enhanced Shroud of Saints Enhanced Shroud of Saints 48 0
Increases Shrouds of Saints refresh potency to 80.


Cross Class Abilities


In FFXIV: A Realm Reborn it is possible to use some abilities from other classes providing you have unlocked them on that class. You can then equip them on your Conjurer no matter what your level.

Name Level Cast Recast MP TP Range Radius Class From
FFXIV - Arcanist - Ruin Ruin 1 2.5 2.5 5 0 25y 0y ACN
Deals unaspected damage with a potency of 80.
FFXIV - Marauder - Foresight Foresight 2 0 90 0 0 0y 0y MRD
Increase defense by 20%. Duration: 20s
FFXIV - Arcanist - Physick Physick 4 2 2.5 9 0 30y 0y ACN
Restores target's HP. Cure Potency: 400
FFXIV - Archer - Raging Strikes Raging Strikes 4 0 180 0 0 0y 0y ARC
Increasesdamage dealt by 20%
Duration: 20s
FFXIV - Pugilist - Featherfoot Featherfoot 4 0 90 0 0 0y 0y PGL
Increases evasion by 25%. Duration: 10s (Effect 15% below level 14)
FFXIV - Lancer - Keen Flurry Keen Flurry 6 0 90 0 0 0y 0y LNC
Increases parry rate by 80%.
Duration: 20s
FFXIV - Gladiator - Flash Flash 8 0 2.5 8 0 0y 5y GLA
Increases Enmity in all nearby enemies. Additional Effect: Blind.
Duration 12s
FFXIV - Marauder - Bloodbath Bloodbath 8 0 90 0 0 0y 0y MRD
Converts 25% of physical damage dealt into HP.
Duration: 30s (Duration 15s below level 20)
FFXIV - Pugilist - Second Wind Second Wind 8 0 120 0 0 0y 0y PGL
Instantly restores own HP. Cure Potency 650. Cure potency varies with current attack power.
FFXIV - Thaumaturge - Surecast Surecast 8 0 30 0 0 0y 0y THM
Next spell is cast without interruption. Duration: 10s
Additional Effect: 15% chance Surecast will have no recast time (Level 16+)
FFXIV - Gladiator - Convalescence Convalescence 10 0 120 0 0 0y 0y GLA
Increases HP restored by spells or actions by 30%.
Duration: 20s (Effect 20% below level 32)
FFXIV - Arcanist - Virus Virus 12 0 90 0 0 25y 0y ACN
Reduces target's STR, DEX, INT, and MND by 15%. Duration: 10s
Grants target immunity to the same effect for 1 minute after effect ends.
FFXIV - Pugilist - Internal Release Internal Release 12 0 60 0 0 0y 0y PGL
Increases critical hit rate by 30%. Duration 15s (Effect 10% below level 36)
FFXIV - Thaumaturge - Blizzard II Blizzard II 12 2 2.5 212 0 0y 5y THM
Deals ice damage with a potency of 50 to all nearby enemies.
Additional Effect: Bind Duration: 8s
Additional Effect: Grants Umbral Ice II or removes Astral Fire Duration: 10s
FFXIV - Lancer - Invigorate Invigorate 22 0 180 0 0 0y 0y LNC
Instantly restores 300 TP.
FFXIV - Thaumaturge - Swiftcast Swiftcast 26 0 180 0 0 0y 0y THM
Next spell is cast immediately. Duration: 10s
FFXIV - Archer - Hawk's Eye Hawk's Eye 26 0 90 0 0 0y 20y ARC
Increases DEX by 15% and guarantees that all attacks land.
Duration: 20s
FFXIV - Marauder - Mercy Stroke Mercy Stroke 26 0 40 0 0 3y 0y MRD
Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%.
If delivered as the killing blow, up to 20% of your maximum HP will be restored.
FFXIV - Gladiator - Awareness Awareness 34 0 120 0 0 0y 0y GLA
Reduces the chance of suffering critical damage by 25%.
Duration: 25s (Duration 20s below level 44)
FFXIV - Lancer - Blood for Blood Blood for Blood 34 0 80 0 0 0y 0y LNC
Increases damage dealt by 30% and damage suffered by 25%. Duration: 20s (Damage dealt bonus is 10% without level 44 trait.)
FFXIV - Arcanist - Eye for an Eye Eye for an Eye 34 0 180 0 0 25y 0y ACN
Erects a magicked barrier arround a single party member or pet. Duration: 30s
Barrier Effect: 20% chance that when barrier is struck, the striker will deal 10% less damage. Duration: 20s
FFXIV - Archer - Quelling Strikes Quelling Strikes 34 0 120 0 0 0y 0y ARC
Reduces enmity generated by each attack.
Duration: 15s
FFXIV - Pugilist - Mantra Mantra 42 0 120 0 0 25y 0y PGL
Increases HP recovery via curing magic by 20% for self and nearby party members. Duration: 15s. (Effect 10% below level 48)


PvP Actions & Traits


PVP actions and traits are skills which can only be used in PvP battles. They can be purchased using Action Points (AP), which is earned via fightng in PvP battles. In general there are three potencies of each action and you can upgrade them by spending more AP on them. For more on PvP, visit our PvP pages. For a Conjurer we recommend you go for Mind with the traits.

Name Recast Range
FFXIV - PVP - Aetheric Burst Aetheric Burst 300 0y
Deals unaspected damage with a potency of 170 to all nearby enemies.
Additional Effect: Decreases skill speed of target by 30% Duration: 10s
Enhanced Aetheric Burst: Shortens recast time to 180 seconds.
Enhanced Aetheric Burst II: Extends duration to 20 seconds.
Enhanced Aetheric Burst III: Increases skill speed reduction to 50%.
FFXIV - PVP - Attunement Attunement 300 0y
Greatly enhances evasion, while nullifying 90% of damage. Cannot move or act while in effect. Duration: 10s
Enhanced Attunement: Shortens recast time to 180 seconds.
FFXIV - PVP - Divine Breath Divine Breath 300 0y
Resurrects target at 10% of maximum HP/MP/TP.
Enhanced Divine Breath: Shortens recast time to 180 seconds.
Enhanced Divine Breath II: Increases HP/MP/TP recovered to 50%.
FFXIV - PVP - Equanimity Equanimity 420 0y
Allows casting without interruption by attacks. Duration: 10s
Enhanced Equanimity: Shortens recast time to 300 seconds.
Enhanced Equanimity II: Extends duration to 20 seconds.
FFXIV - PVP - Mana Draw Mana Draw 300 0y
Restores 30% of maximum MP.
Enhanced Mana Draw: Shortens recast time to 180 seconds.
Enhanced Mana Draw II: Increases MP recovery to 50%.
FFXIV - PVP - Purify Purify 240 0y
Removes all detrimental effects. Can be used regardless of status affliction.
Enhanced Purify: Shortens recast time to 150 seconds.
FFXIV - PVP - Sacred Prism Sacred Prism 300 0y
Envelops a designated area in a veil of succor, healing any who enter and nullifying 40% of physical damage.
Cure Potency: 50 Duration: 18s
Enhanced Sacred Prism: Shortens recast time to 180 seconds.
Enhanced Sacred Prism II: Extends duration to 30 seconds.
Enhanced Sacred Prism III: Increases cure potency to 100.
FFXIV - PVP - Enhanced Dexterity (PvP) Enhanced Dexterity (PvP) 0 0y
Increases dexterity by 4.
FFXIV - PVP - Enhanced Dexterity II (PvP) Enhanced Dexterity II (PvP) 0 0y
Increases dexterity by 8.
FFXIV - PVP - Enhanced Dexterity III (PvP) Enhanced Dexterity III (PvP) 0 0y
Increases dexterity by 13.
FFXIV - PVP - Enhanced Intelligence (PvP) Enhanced Intelligence (PvP) 0 0y
Increases intelligence by 4.
FFXIV - PVP - Enhanced Intelligence II (PvP) Enhanced Intelligence II (PvP) 0 0y
Increases intelligence by 8.
FFXIV - PVP - Enhanced Intelligence III (PvP) Enhanced Intelligence III (PvP) 0 0y
Increases intelligence by 13.
FFXIV - PVP - Enhanced Mind (PvP) Enhanced Mind (PvP) 0 0y
Increases mind by 4.
FFXIV - PVP - Enhanced Mind II (PvP) Enhanced Mind II (PvP) 0 0y
Increases mind by 8.
FFXIV - PVP - Enhanced Mind III (PvP) Enhanced Mind III (PvP) 0 0y
Increases mind by 13.
FFXIV - PVP - Enhanced Piety (PvP) Enhanced Piety (PvP) 0 0y
Increases piety by 4.
FFXIV - PVP - Enhanced Piety II (PvP) Enhanced Piety II (PvP) 0 0y
Increases piety by 8.
FFXIV - PVP - Enhanced Piety III (PvP) Enhanced Piety III (PvP) 0 0y
Increases piety by 13.
FFXIV - PVP - Enhanced Strength (PvP) Enhanced Strength (PvP) 0 0y
Increases strength by 4.
FFXIV - PVP - Enhanced Strength II (PvP) Enhanced Strength II (PvP) 0 0y
Increases strength by 8.
FFXIV - PVP - Enhanced Strength III (PvP) Enhanced Strength III (PvP) 0 0y
Increases strength by 13.
FFXIV - PVP - Enhanced Vitality (PvP) Enhanced Vitality (PvP) 0 0y
Increases vitality by 4.
FFXIV - PVP - Enhanced Vitality II (PvP) Enhanced Vitality II (PvP) 0 0y
Increases vitality by 8.
FFXIV - PVP - Enhanced Vitality III (PvP) Enhanced Vitality III (PvP) 0 0y
Increases vitality by 13.




DoW/M: Archer | Gladiator | Lancer | Marauder | Pugilist | Arcanist | Conjurer | Thaumaturge
Jobs: Bard | Paladin | Dragoon | Warrior | Monk | SMN SCH | White Mage | Black Mage


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Poop [Anon]
Sep 20, 2013 - 18:02:19 | Location: Nowhere, In a Box

The duration of Cure is referencing the Freecure time when activated iirc
 
Throll [Anon]
Sep 18, 2013 - 14:01:10 | Location: Nowhere, In a Box

Someone can explain what mean the "duration (15s)" of "Cure" ability?
 
Xenor
Sep 06, 2013 - 18:13:22 | Location: Durham, United Kingdom

Thanks for spotting that error, been fixed.
 
Anonymous
Sep 06, 2013 - 17:33:13 | Location: Nowhere, In a Box

Thunder II is no longer useable by any class except Thu And Blk mage
 
Whitehealer
Aug 18, 2013 - 13:39:38 | Location: Unknown, South Africa

I can't wait for the 27 th
 
Xenor
Jul 12, 2013 - 22:56:52 | Location: Durham, United Kingdom

Cure II is the level 30 ability obtained via the class quest, so we were unable to obtain the details of the spell until recently. Apologies for the delay.
 
Anonymous
Jun 28, 2013 - 14:10:46 | Location: Nowhere, In a Box

please add the skills gained from quests to the class skill lists, if possible
 
Anonymous
Jun 19, 2013 - 05:39:41 | Location: Nowhere, In a Box

What happened to cure II?
 
Xenor
Aug 04, 2012 - 08:34:51 | Location: Durham, United Kingdom

I know this reply is a bit late, but I only just saw it.

I think you are right in that the main stats are MND and PIE so I will update the page. However that does not mean VIT is useless to CON/WHM. I think it is more down to personal preference. Where it lists MND and PIE for CON and THM it states that these are for the auto attack bonus. This suggests that it is for physical damage, which mage classes rarely use. So you have to look at the attributes in more detail, which is above that table.

MND is a given, it increases healing potency so let's forget that and compare VIT and PIE.

VIT has the benefit of "Enhancement Magic Potency", which to my understanding will make spells like Protect and Stoneskin better. It will give you better defence and HP too but how much a mage should care about that is debatable. For fights like Ifrit these could be very useful during Hellfire.

PIE's main benefit seems to be "Enfeebling Magic Potency", which is the potency of spells like Dia. It will also increase your MP.

I guess what you have to ask yourself, and it is probably situational, is whether you need that extra HP or MP, or whether you prefer enhancement magic over enfeebling. MP isn't always a concern but neither is HP. I would probably go with enhancement over enfeebling but admittedly I don't play CON any more as I don't enjoy the healer role.

When it comes to gear I would focus on MND and healing magic potency, and then see what's left and which materia can be slotted on the other slots and choose between VIT and PIE.

The story is similar with THM, their main attributes are also MND and PIE like you said, however do you really want to ignore the attack magic potency from INT? Probably not. BLM is my main job and I put my points into INT and MND rather than MND and PIE. I see more benefit from the attack magic potency than what PIE has to offer.

Problem with mini guides like on here is not everyone is going to think the same way, however it does help new players. Advanced players will have their own ideas and use their knowledge of playing the class/job.
 
Anonymous
Jul 10, 2012 - 21:51:51 | Location: Nowhere, In a Box

There seems to be conflicting information about the Conjurer main attributes. This site states that they are MND and VIT and the offical patch notes from 1.20 state that both THM amd CON are MND and PIE. Or am I miss understanding the content as to just using your materia on gear to raise VIT stat instead of allocating points into it?