Difference between revisions of "Conjurer Actions"

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==General Information==
==General Information==
Actions are abilities that you can actively use in combat. Conjurer's Actions consist of [[spell]]s that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies.  
Actions are abilities that you can actively use in combat. Conjurer's Actions consist of [[spell]]s that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies.  
==Spells and Abilities==
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Revision as of 08:57, 16 June 2013

Main article: Conjurer

General Information

Actions are abilities that you can actively use in combat. Conjurer's Actions consist of spells that restore HP, inflict damage and enhance the defenses of both the conjurer and his or her allies.

Spells and Abilities

Action Level MP Cost* Cast Time Cooldown Range (yards) Radius (yards) Description
Stone 1 5 2.5s 2.5s 25 0 Deals earth damage with a potency of 140.
Additional Effect: Heavy +40% for 20s
Cure 2 5 2s 2.5s 30 0 Restores target's HP. Cure Potency: 300
Aero 4 6 Instant 2.5s 25 0 Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time with potency of 25 for 18s.
Cleric Stance 6 0 Instant 5s 0 0 Swaps current INT and MD attribute ratings, while increasing potency of attack spells by 10% and reducing potency of healing spells by 20%. Effect ends upon reuse.
Protect 8 10 3s 2.5s 30 15 Increases the physical defense of all party members within range of target for 30mins
Medica 10 12 2.5s 2.5s 0 15 Restores own HP and HP of all nearby party members. Cure potency: 250
Raise 12 31 8s 2.5s 30 0 Resurrects target to a weakened state.
Cannot be used when in combat.
Esuna 18 7 2.5s 2.5s 30 0 Removes a single detrimental effect from target.
Additional Effect: 20% chance next Esuna will cost no MP
Stone II 22 7 2.5s 2.5s 25 0 Deals earth damage with a potency of 170.
Repose 26 8 2.5s 2.5s 30 0 Inflicts target with sleep for 30s.
Cancels auto-attack upon execution.
Stoneskin 34 15 3s 2.5s 30 0 Creates a barrier around target that prevents physical damage totaling 10% of target's maximum HP for 30mins.
Shroud of Saints 38 0 Instant 180s 0 0 Reduces enmity by half.
Additional Effect: Refresh with potency of 60 for 15s
Cure III 42 15 2.5s 2.5s 30 4 Restores HP of all party members within range of target. Cure potency: 400
Aero II 46 11 2.5s 2.5s 25 0 Deals wind damage with potency of 50.
Additional Effect: Wind damage over time with a potency of 40 for 12s
Medica II 50 26 3.5s 3s 0 25 Restores own HP and the HP of all nearby party members. Cure potency: 350
Additional Effect: Regen for 15s, Cure potency: 50
  • MP Cost is based on a level 1 character. As you level up, MP Cost of spells will increase.

Template:Classes and Jobs