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Conjurer (CNJ) Actions, Traits and Role Actions

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.

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.


Actions are skills that the Conjurer can equip to their bar and select to use at any time as long as their timer is available. Actions used in a combo will generate additional damage and effects. All Conjurer actions are exclusive to that job.


Name Level Cast Recast MP TP Range Radius
FFXIV - Conjurer - CureCure 2 1.5 2.50 0 30y 0y
Restores target's HP.

Cure Potency: 450 Additional Effect: 15% chance next Cure II will cost no MP

Duration: 15s
FFXIV - Conjurer - AeroAero 4 0 2.50 0 25y 0y
Deals wind damage with a potency of 50.

Additional Effect: Wind damage over time

Potency: 30

Duration: 18s
FFXIV - Conjurer - Cleric StanceCleric Stance 8 0 900 0 0y 0y
Increases attack magic potency by 5%.
Duration: 15s
FFXIV - Conjurer - BreakBreak 12 2.5 2.50 0 25y 0y
Deals unaspected damage with a potency of 50.

Additional Effect: Heavy +20%
Duration: 20s
FFXIV - Conjurer - ProtectProtect 16 3 2.50 0 30y 15y
Increases the physical and magic defense of target and all party members nearby target.
Duration: 30m
FFXIV - Conjurer - EsunaEsuna 20 1 2.50 0 30y 0y
Removes a single detrimental effect from target.
FFXIV - Conjurer - Lucid DreamingLucid Dreaming 24 0 1200 0 0y 0y
Reduces enmity by half.

Additional Effect: Refresh
Refresh Potency: 80
Duration: 21s
FFXIV - Conjurer - SwiftcastSwiftcast 32 0 600 0 0y 0y
Next spell is cast immediately.
Duration: 10s
FFXIV - Conjurer - Eye For An EyeEye For An Eye 36 0 1800 0 25y 0y
Erects a magicked barrier around a single party member or pet.
Duration: 20s
Barrier Effect: 20% chance that when barrier is struck, the striker will deal 10% less damage
Duration: 10s
FFXIV - Conjurer - LargesseLargesse 40 0 900 0 0y 0y
Increases healing magic potency by 20%.
Duration: 20s
FFXIV - Conjurer - Cure IIICure III 42 2 2.51680 0 30y 6y
Restores HP of all party members within range of target.
Cure Potency: 550
FFXIV - Conjurer - SurecastSurecast 44 0 300 0 0y 0y
Spells can be cast without interruption.

Additional Effect: Nullifies most knockback and draw-in effects
Duration: 5s
FFXIV - Conjurer - RescueRescue 48 0 1500 0 30y 0y
Instantly draw target party member to your side. Cannot be used outside of combat or when target is suffering from certain enfeeblements.


Traits are not actions and can not be equipped to your bar. They are 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
FFXIV - Conjurer - Proshell Proshell 16
Adds increased magic defense to Protect effect.
FFXIV - Conjurer - Stone Mastery Stone Mastery 18
Upgrades Stone to Stone II.
FFXIV - Conjurer - Stone Mastery Stone Mastery 18
Upgrades Stone to Stone II.
FFXIV - Conjurer - Maim and Mend Maim and Mend 20
Increases base action damage and HP restoration by 10%.
FFXIV - Conjurer - Enhanced Raise Enhanced Raise 28
Allows the casting of Raise while engaged in battle.
FFXIV - Conjurer - Freecure Freecure 32
Grants a 15% chance that after casting Cure, the MP cost for your next Cure II will be 0.[BR][BR]Duration: 15s
FFXIV - Conjurer - Graniteskin Graniteskin 36
Increases Stoneskin effectiveness to 18%.
FFXIV - Conjurer - Enhanced Mind II Enhanced Mind II 40
Increases mind by 16.
FFXIV - Conjurer - Maim and Mend II Maim and Mend II 40
Increases base action damage and HP restoration by 30%.
FFXIV - Conjurer - Overcure Overcure 44
Grants a 15% chance that after casting Cure II, your next Cure III will restore critical HP.
FFXIV - Conjurer - Aero Mastery Aero Mastery 46
Upgrades Aero to Aero II.
FFXIV - Conjurer - Aero Mastery Aero Mastery 46
Upgrades Aero to Aero II.
FFXIV - Conjurer - Enhanced Shroud of Saints Enhanced Shroud of Saints 48
Increases Shrouds of Saints refresh potency to 80.

Role Actions

Since the Stormblood expansion for FFXIV, cross class actions were removed and replaced with the concept of "role" actions. Role actions are more generic as they don't belong to specific classes, but instead to roles such as melee DPS, magic DPS, healer or tank. The Conjurer can equip up to 10 of these.

Name Level Cast Recast MP TP Range Radius

Shared PvP Actions

The following is a list of PvP actions which are shared across all classes and jobs. These can only be used in PvP areas and you are limited to selecting two of them.

Name Cast Recast MP TP Range Radius
FFXIV - PVP - Aetheric Siphon Aetheric Siphon 0 6 0 0 25y 0y
Activates the instrument.
FFXIV - PVP - Anti-gravity Gimbal Anti-gravity Gimbal 0 5 0 0 0y 0y
Simulates the spell Levitate using Nero tol Scaeva's odd contraption.
FFXIV - PVP - Bolt Bolt 0 45 0 0 0y 0y
Movement speed is increased.
Duration: 10s
Chimatsuri 4.5 45 0 0 8y 0y
FFXIV - PVP - Concentrate Concentrate 0 45 0 0 0y 0y
Creates a barrier preventing Stun, Sleep, Bind, Heavy, Slow, Silence, and knockback effects.
Duration: 10s
FFXIV - PVP - Deflect Deflect 0 2 0 0 0y 4y
Scatters potentially harmful aether.
Doom Of The Living 4.5 45 0 0 8y 0y
Dragonsong Dive 4.5 45 0 0 8y 0y
FFXIV - PVP - Enliven Enliven 0 90 0 0 0y 0y
Restores 50% of maximum TP.
Final Heaven 4.5 45 0 0 8y 0y
Delivers an attack with a potency of 9,000.
FFXIV - PVP - Muse Muse 0 90 0 0 0y 0y
Restores 25% of maximum MP.
FFXIV - PVP - Purify Purify 0 45 0 0 0y 0y
Removes Stun, Sleep, Bind, Heavy, Slow, and Silence from target. Can be used regardless of own status affliction.
FFXIV - PVP - Recuperate Recuperate 0 45 0 0 0y 0y
Restores 25% of maximum HP.
FFXIV - PVP - Safeguard Safeguard 0 90 0 0 0y 0y
Reduces damage taken by 25%.
Duration: 10s
FFXIV - PVP - Smoke Screen Smoke Screen 0 2.5 0 0 0y 20y
Throw an incendiary device that creates a blanket of smoke temporarily granting you the Stealth status.
Ungarmax 3 30 0 0 14y 20y
FFXIV - PVP - Vril Vril 0 3 0 0 0y 0y
Use the aetheric residue lingering on your body to temporarily disguise yourself as one of Lakshmi's loyal dreamers.

Shared PvP Traits

The following is a list of PvP traits which are shared across all classes and jobs. These can only be used in PvP areas and you are limited to selecting three of them.

Name Description
FFXIV - PVP - Decreased Damage Taken Decreased Damage Taken Decreases damage taken by 3%.
FFXIV - PVP - Decreased Recast Time Decreased Recast Time Decreases recast time of additional actions by 20%.
FFXIV - PVP - Increased Action Speed Increased Action Speed Decreases weaponskill and spell cast and recast times by 3%.
FFXIV - PVP - Increased Damage Dealt Increased Damage Dealt Increases damage dealt by 3%.
FFXIV - PVP - Increased Healing Potency Increased Healing Potency Increases spell-based HP restoration by 5%.
FFXIV - PVP - Increased HP Increased HP Increases maximum HP by 5%.
FFXIV - PVP - Increased MP Regeneration Increased MP Regeneration Increases MP regeneration rate by 25%.
FFXIV - PVP - Increased Resistance Duration Increased Resistance Duration Increases duration of resistances by 50%.
FFXIV - PVP - Increased TP Regeneration Increased TP Regeneration Increases TP regeneration rate by 40%.



The following comments are from our legacy commenting system.

Oct 14, 2014 - 11:00:36 | Location: Unknown, South Africa

Healing is fun
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?
Sep 06, 2013 - 18:13:22 | Location: Durham, United Kingdom

Thanks for spotting that error, been fixed.
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
Aug 18, 2013 - 13:39:38 | Location: Unknown, South Africa

I can't wait for the 27 th
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.
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
Jun 19, 2013 - 05:39:41 | Location: Nowhere, In a Box

What happened to cure II?
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.
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?