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 Disciples of Magic who become White Mages when they reach level 30 and gain the ability to be some of the strongest healers in the game. Known quite well for their ability to cast healing over time spells (HoTs), to pull of quick heals, and to manage their MP pool well while still cranking out a respectable about of damage, white mages are sought-after healers who can make or break any group, alliance raid, or static they join.
Starting City: Gridania
Guild Leader: E-Sumi-Yan
Primary Weapon: Wand or Cane
Armor Type: Of Healing
White mages tend to be more mobile than other casters but not as mobile as Scholars and Astrologians when it comes to healing on the move. However, their healing spells tend to hit with a slightly higher potency and they can use several emergency healing abilities to get people topped up or to save a tank from an incoming tank buster. They, however, lack the ability to throw as many shields on their targets that the Scholar and the Astrologian can make use of and are forced more to rely on their ability to provide several different HoTs on a target to mitigate the health loss from splash damage, direct damage, or someone standing in the fire.
Stat priorities for White Mages depend heavily on building up a comfortable amount of Piety and then stacking in the Critical Hit and Direct Hit/Determination.