Conjuror Spell Lines
From EQ2-Daily.com EQ2 Wiki
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 |
