Weapons
Wands
Radicals
Abilities
Profundity - Enunciate, increasing the magic potency of your next cast. Lengthens cast and recast times.
Purge - Alter an enemy's essence, rendering the target's elemental alignment neutral.
Roaming Soul - Hum your next spell, allowing movement while casting.
Spiritbind - Channel the elements, binding yourself and reducing MP consumption by half.
Trance Chant - Intensify your next cast, preventing it from being interrupted. (Optimal Rank - 2)
Weapon Skills
Cure - Restores HP of allies within area of effect. (Optimal Rank - 4, Action Cost - 2, MP - 12, Cast Time - 2 seconds, Recast - 5 seconds, Range - AoE)
Fire - Deals Fire damage to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Fire)
Frost - Deals Ice damage over time to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Ice)
Thunder - Deals Lightning damage to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Lightning)
Water - Deals Water damage to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Water)
Aero - Deals Wind damage to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Wind)
Stone - Deals Earth damage to enemies within area of effect. (Optimal Rank - 1, Action Cost - 3, MP - 10, Cast Time - 2 seconds, Recast - 6 seconds, Range - AoE, Element - Earth)
Protect - Enhances defense of allies within area of effect. (Range - AoE)
Repose - Renders enemies within area of effect immobile. Does not effect non-moving targets. (Action Cost - 3, MP - 8, Cast Time - 2 seconds, Recast - 40 seconds, Range - AOE)
Stoneskin - Hardens skins of allies within area of effect, absorbing a certain amount of damage. (Action Cost - 2, MP - 12, Cast Time - 2 seconds, Recast - 30 seconds, Range - AOE, Element - Earth)
Shock Spikes - Armors you with Lightning spikes, stunning attacking enemies. (Action Cost - 3, MP - 8, Cast Time - 3 seconds, Recast - 10 seconds, Element - Lightning)
Description
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 the most powerful.
Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.
Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.
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