Conjuror Spell Lines

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Conjurors receive a large number of spells. These may be organized into spell lines; the spells in a given line share a common recast timer, so you will generally use the highest level spell within the line.

In addition to the conjuror specific spells, you have access to a number of spells from the Summoner Tree of the Achievement Sysem.

Contents

Spell Lines

Pets and Swarms

As a conjuror, your main focus is on summoning and controlling your pet. You eventually will be able to choose between an earth, air, or fire pet. You get a number of pet commands to contol your pet using the command line, macros, or the Pet Window.

In addition to your primary pet, you can also summon swarms of creatures that blindly attack a single target.

Pets Swarms
Fighter (Earth) Mage (Fire) Scout (Air) Water Fire
01 Tellurian Recruit
12 Tellurian Follower
24 Tellurian Soldier
38 Tellurian Avenger
52 Tellurian Myrmidon
66 Tellurian Champion
20 Igneous Apprentice
34 Igneous Adept
48 Igneous Magi
62 Igneous Savant
32 Aery Outrider
46 Aery Stalker
60 Aery Hunter
24 Aqueous Stalkers
38 Aqueous Hunters
52 Aqueous Swarm
66 Aqueous Horde
35 Roaring Flames
49 Pyrotechnic
63 Pyromancy


The pet you summon will be of your level and its spells will be of the same rank as the you pet summoning spell (so if you are level 15 and your Tellurian Follower spell is at Apprentice 4, your pet will be level 15 and all its skills will be of App 4 rank). This implies that you should resummon your pet after leveling or upgrading the summoning spell.

Summoning your pet uses 1 concentration slot. Your pet remains with you until you dismiss it or it dies.

Earth Pets

The first pet you get as a new conjuror is the Tellurian Recruit, an earth pet. The earth pets are fighters and of primary use when soloing. They have the most hitpoints of any pet and, in addition to doing damage, they are very effective in taunting your enemies (meaning the enemy is more mad at them than at you and you may actually live through the encounter).

Fire Pets

Fire pets are wizards. They are have the least number of hit points and do the most damage. They are best used in groups; you really need to be sure that your tank has established aggro control before letting your pet loose.

Air Pets

Air pets are scouts. The have an intermediate amount of hit points and do less damage; however, they do tend to stun a lot.

Swarms

You get two types of swarm pets, both can be used along side your main pet. They blindly attack their current target and disperse when it dies. Note: if they die first, you will gain all their acquired aggro.
Note: Swarm of Bats (35, from Bloodline Chronicles) isn't actually a swarm pet, just a DoT spell with a neat graphic.

Pet Buffs

You can buff your pet to improve its performance.

Offensive Stance Defensive Stance Exposed Elements Stoneskin
11 Agitation
25 Provocation
39 Vexation
53 Aggravate
67 Exasperate
14 Volatile Brace
28 Volatile Refuge
42 Volatile Haven
56 Transient Haven
70 Temporal Haven
14 Conjuror's Symbol
28 Conjuror's Mark
42 Conjuror's Signet
56 Conjuror's Insignia
70 Conjuror's Brand
40 Vehement Stone
54 Vehement Rock
68 Vehement Gem
Protect Servant Blazing
Elemental Vestment
Planar Shift
48 Minion's Intervention
62 Intervention
50 Blazing Presence
70 Blazing Avatar
58 Elemental Vestment 65 Planar Shift


Offensive Stance

Your pet's offensive stance augments its intelligence, attack speek, and melee skills at the cost of decreased defense and parry skills. Upgrading the spell increases the augmentations with no additional penalties.

Defensive Stance

Your pet's defensive stance augments its maximum health, ability to gain hate, and arcane mitigation and gives it a small damage ward at the cost of intellegence and attack speed. Upgrading the spell increases the augmentations with no additional penalties.

Exposed Elements

The debuff proc spell line gives your pet a chance to cast Exposed Elements on any enemy that it hits or that hits it. This decreases the heat, cold, and magic mitigation of the enemy.

Stoneskin

The vehement spell line grants stoneskin to your pet for 30 seconds. This protects against all physical damage to the pet for up to 3 attacks and increases the pet's defensive skill.

Protect Servant

This is a short duration buff that casts Protect Servant on your pet when it dies. This prevents the death and heals your pet.

Blazing Line

This places a proc buff on your pet that adds a heat damage attack to each of its next 5 successful attacks.

Elemental Vestment

Your pet will proc a high-damage encounter-based AoE attack whenever an elemental damage spell is cast. ???

Planar Shift

This short term buff increases your pet's attributes.

Pet Utilities

These are spells that help your pet or involve your pet in helping you or your group.

Pet Heal Power Conversion Group Power Call Pet
02 Heal Servant
14 Soothe Servant
28 Repair Servant
42 Renew Servant
56 Rebuild Servant
70 Restore Servant
13 Essence Shift
27 Instant Vim
41 Instant Vigor
55 Burning Vigor
69 Blazing Vigor
33 Offering
47 Sacrifice
61 Expiation
15 Call Servant


Pet Heal

An instant heal for your pet.

Power Conversion

This damages your pet's health and adds to your power. Upgrades increase the amount of power obtained for the same damage.

Group Power

This kills your pet and provides power to all group members within 50 meters. It cannot be cast if your pet has a death prevention spell on it.

Call Pet

This teleports your pet to you.

Damage Spells

Damage spells reduce the health of your enemies and, aside from your pet, are your main tools in a fight.

DD DD w/ Stun DoT Target AoE w/ Snare PB AoE w/ Stun
01 Dust Blast
07 Sand Blast
12 Rock Blast
20 Spiked Earth
29 Spiked Rain
43 Klicnik's Bite
57 Snapping Mandibles
16 Petrify
30 Frozen by Time
44 Harden
58 Calcify
03 Burn
10 Greater Burn
17 Burning Agony
31 Flaming Agony
45 Fiery Doom
59 Fiery Annihilation
08 Sleet
22 Shards of Ice
36 Rockslide
50 Flash Flood
64 Deluge
16 Seism
30 Tremor
44 Quake
58 Seismic Tremor
Target AoE w/ Stifle Word of Force
Swarm of Bats
Frigid Winds

25 Shattered Ground
39 Shattered Earth
53 Shattered Land
67 Shattered Terrain
20 Word of Force 35 Swarm of Bats 55 Frigid Winds


Direct Damage (DD)

These spells do instant magic damage on a single target. They have a short recast and are ideal for advancing Heroic Opportunities.

DD w/ Stun

These spells do instant magic damage and stun a single target. The stun does not work against Epic targets.

Damage over Time (DoT)

These spells deal instant heat damage and additional heat damage every 4 seconds for 24 seconds to a single target.

Target Area of Effect (AoE) attack w/ Snare

These spells deal instant cold damage to all members of the targeted encounter and decrease their movement speed. Each victim has a chance to dispel this snare whenever it takes damage or is attacked.

Point-Blank (PB) AoE w/ Stun

These spells deal magic damage to all nearby enemies and applies a 1.0 second Knockdown to them.

Target AoE w/ Stifle

These spells deal magic damage over time and prevents any hostlie actions; this includes both a stifle to stop arts and spells and a pacify to stop auto-attack.

Word of Force

This spell does instant magic damage with chance to do double damage. It is only available after gaining the trust of the Splitpaw Gnolls.

Swarm of Bats

This spell does piercing damage over time and lowers arcane mitigation???. It is granted as a reward as part of the Bloodline Chronicles.

Frigid Winds

This spel does cold damage over time and snares the target; it drains your power over time. It is only available as a drop in the Desert of Flames expansion (???).

Player Buffs

Buffs are benificial spells that improve the performance of you or your allies.

Damage Shield DoT Proc Group Power/Mit Group Mitigation
20 Fireshield
35 Scorchshield
50 Flameshield
64 Pyreshield
23 Fire Seed
37 Infernus Seed
51 Blazing Seed
65 Ember Seed
7 Elemental Cover
21 Pullulation
32 Embers
49 Phlogiston
63 Escutcheon
12 Earthly Brand
26 Alluvial Brand
40 Geotic Brand
54 Geotic Rune
68 Geotic Seal
Self Defense Hate Reduction See Invisibility
04 Magi's Shielding 40 Stoneskin 9 See Invisibility
25 Cat's Eyes


Damage Shield

These spells add a damage shield to one of your allies that does heat damage every time your ally is hit. You can only maintain a damage shield on one ally, so it is best to put a damage shield on the main tank of the group (may be your pet).

DoT Proc

These spells apply a Damage over Time proc on one of your allies that has a chance to do heat damage every time the ally hits an enemy. Each application uses one point of concentration.

Group Power/Mitigation

These spells increase maximum power and mitigation against heat and cold damage for all group members in range. They require one concentration point.

Group Mitigation

These spells increase mitigation against all physical and arcane damage for all group members in range. They require one concentration point.

Self Defense

This self buff is common to all mage classes; it increases your maximum health and your focus and defense skills. This is one of the few spells that scales as you level, you must reapply it after leveling to take advantage of its increased power.

Hate Reduction

This is your hate reduction spell for use when you drawn the unwanted attentions of an enemy. It prevents the next 3 attacks from hitting you and also decreases your threat every time you are hit; this makes it easier for the tank to regain aggro.

See Invisibility

These spells allows you or an ally to see enemies that are invisible or stealthy. Cat's Eyes add Sonicvision, which allows you to see movement.

Other Spells

Dispel Magic
Bind Sight
Cure Arcane
Aqueous Stone
Invisibility
09 Dispel Magic 05 Bind Sight 06 Cure Arcane 13 Aqueous Stone 15 Invisibility
Root Power Splinter Call of the Hero
See Invisibility
05 Abate
19 Immobilize
33 Quicksand
47 Quagmire
61 Sandpool
18 Splinter of Essence
33 Sliver of Essence
47 Shard of Essence
61 Scintilla of Essence
52 Call of the Hero 9 See Invisibility
25 Cat's Eyes


Dispel Magic

This spell strips some or all benificial spells from one of your enemies.

Bind Sight

This is a very interesting spell that allows you to see what an ally is currently seeing.

Cure Arcane

This spell allows you to attempt to remove any arcane based ailments (magic, mental, or divine) on you or an ally. If the ailment is particularly virulent, you may need several applications to fully remove it.

Aqueous Stone

This spell summons an Aqueous Stone in the inventory of you or an ally. When used, the stone casts Enduring Breath on the user, which allows them to breath under water for 30 minutes.

Invisibility

This spell makes you or an ally invisible. The target remains invisible for 10 minutes or until he or she is hit, uses a skill, or takes any aggressive action.

Root

These spells prevent your targeted enemy from moving for the duration of the spell and even after moving again, it moves more slowly than usual. Your victim has a chance of breaking the root periodically and whenever it takes damage.

Power Splinter

These spells summon a splinter in the inventory of you or an ally. When used, the splinter converts some of the health of the user into power.

Call of the Hero

This spell summons a group member to your location; it consumes a softly glowing pearl. You must buy this spell or recover it from a killed enemy.

See Invisibility

These spells allows you or an ally to see enemies that are invisible or stealthy. Cat's Eyes add Sonicvision, which allows you to see movement.

Fun Spells

These spells are bonus spells that make you feel good but provide no in-game benefits.

Self Illusions Group Illusions
20 Illusion: Fire Elemental
30 Illusion: Water Elemental
35 Illusion: Air Elemental
40 Illusion: Earth Elemental
45 Group Illusion: Air Elemental
50 Group Illusion: Earth Elemental


Self Illusions

These spells are "fun spells," available for purchase, which change your appearance but provide no other benefits.

Group Illusions

These spells are "fun spells," available for purchase, which change the appearance of every member of your group but provide no other benefits.

Master 2 Upgrades

Every 10 levels starting at level 14, you are able to choose one of the recently acquired skills to upgrade to the Master 2 rank. The choices at each level are:

14 24 34 44 54 64
Agitation
Earthly Brand
Volatile Brace
Soothe Servant
Fireshield
Shards of Ice
Fire Seed
Aqueous Stalkers
Volatile Refuge
Spiked Rain
Tremor
Flaming Agony
Vexation
Repair Servant
Volatile Haven
Klicnik's Bite
Aqueous Swarm
Aggravate
Geotic Rune
Flameshield
Expiation
Pyromancy
Deluge
Pyreshield