White Mage
"I trust my guardians with my life. But they are also my friends. I will not stand by and watch them be hurt."
Behind every victory is an unassuming mage in a white hood, healing and supporting their allies. Bravery and devotion are both strong within these men and women, for they depend on their allies to bring down their foes, just as their allies depend on the White Mage to keep them strong and healthy. There are countless examples of White Mages, including Rosa Farrell, who wished to keep her friends safe from harm through her protective magics.
White Mages provide essential support to any party looking to get in harm's way. An accomplished White Mage goes far beyond simple healing — they'll use their Bar-Element abilities to reduce elemental damage, clear status effects with 'Basuna' or 'Esuna', and 'Raise' the dead.
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Equipment
Staves, Bows, Hammer&Axes, Mystic Armor
Bare
Strength: Heavy, Ranged, Accuracy 1, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set
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White Magic
Cure
AP: 100
Type: Action
Magic, Spell, Recovery
Target: Single
50D F20 MP: 60
Restores (12 x MAG + d12) HP to the target.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Stoneskin
AP: 100
Type: Action
Magic, Spell, Enhancement
Target: Single
40D F15 MP: 75
Bestows (10 x MAG + d10) Temporary HP to the target. Treat Stoneskin's Temporary HP as an Enhancement with duration (U), though Stoneskin is dispelled instantly if Temporary HP is reduced to zero. Any damage taken by a character under the effects of Stoneskin first subtracts from Temporary HP. All remaining damage, if any, is subtracted from the character's HP total like normal. Gravity, Poison, and Recovery effects ignore Temporary HP, applying to the character's HP total like normal. Similarly, SoS ranges and Gravity damage ignore Temporary HP; calculate these using only the character's normal Max HP. If the target already has a Stoneskin Enhancement, then Stoneskin sets their Temporary HP back to (10 x MAG + d10). (A new Stoneskin Enhancement cancels out and overwrites the old one - they don't stack.)
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.
Raise
AP: 100
Type: Action
Magic, Spell, Life
Target: Single
50D F20 MP: 90
Revives a KO'd target with 25% of their Max HP.
CoS: 100
Adjustment: +30 MP per tier above 1.
Auto-Life
AP: 100
Type: Action
Magic, Spell, Enhancement: Reraise
Target: Single
40D F15 MP: 120
Bestows Reraise (U) on the target
CoS: 100
Adjustment: +40 MP per tier above 1.
Basuna
AP: 75
Type: Action
Magic, Spell.
Target: Single
40D F15 MP: 42
Removes the Blind, Poison, Zombie, Berserk, Sleep, Stone and Confuse status effects from the target. (Basuna is usable with Sacred Prism even though it lacks the Recovery or Enhancement keyword.)
CoS: 100
Adjustment: +14 MP per tier above 1.
Esuna
AP: 100
Type: Action
Magic, Spell.
Target: Single
50D F20 MP: 105
Removes all negative status conditions except KO from the target
CoS: 100
Adjustment: +35 MP per tier above 1.
Veil
AP: 100
Type: Action
Magic, Spell, Enhancement: Veil
Target: Single
40D F15 MP: 120
Veil safeguards a target from debilitating statuses and bestows Veil (4).
CoS: 100
Adjustment: +40 MP per tier above 1.
Protect
AP: 100
Type: Action
Magic, Spell, Enhancement: Protect
Target: Single
40D F15 MP: 45
Protect surrounds a target with a transparent yellow barrier of light and bestows Protect (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
ShellShell
AP: 100
Type: Action
Magic, Spell, Enhancement: Shell
Target: Single
40D F15 MP: 45
Shell surrounds a target with mystic wards that exude a green glow and bestows Shell (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
Float
AP: 100
Type: Action
Magic, Spell, Enhancement: Float
Target: Single
40D F15 MP: 60
The spell frees the target from the ground, bestowing Float (4).
CoS: 100
Adjustment: +20 MP per tier above 1.
Barfire
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Fire)
Target: Single
30D F15 MP: 60
Bestows Barfire (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Barwater
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Water)
Target: Single
30D F15 MP: 60
Bestows Barwater (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Barthunder
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Lightning)
Target: Single
30D F15 MP: 60
Bestows Barlightning (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Barfrost
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Ice)
Target: Single
30D F15 MP: 60
Bestows Barice (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Barholy
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Holy)
Target: Single
30D F15 MP: 60
Bestows Barholy (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Barshadow
AP: 75
Type: Action
Magic, Spell, Enhancement: Bar-Element (Shadow)
Target: Single
30D F15 MP: 60
Bestows Barshadow (4) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.
Libra
AP: 50
Type: Action
Magic, Spell, Effect: Libra
Target: Single
25D F10 MP: 15
Libra reveals information concerning the target, granting the White Mage information about the target's HP, MP, level, family, rank, and elemental properties. Each casting of "Libra" also reveals a single other property belonging to the monster, as chosen by the GM.
CoS: 100
Adjustment: +5 MP per tier above 1.
Sacred Prism
AP: 100
Type: Action
Magic
Target: Group (Row)
5+[S]D F[S]
The White Mage Mage cast a single target Spell with its area of effect greatly expanded - hitting all targets in a row rather than one! When Sacred Prism is used, in addition to the 5 extra delay paid, the MP cost of the spell is multiplied by 1.5, and any move with a Power score gains a x0.8 power multiplier while enhancement durations are lowered by -(1). Sacred Prism can only be used by single target Spells which have the Recovery or Enhancement keyword.
Supports
Boon (Innate)
AP: 150
Type: Support
Any time the White Mage uses an Enhancement on a target, any other positive enhancement that is currently on the target has its timers increased by +(1).
Turbo MP
AP: 150
Type: Support
Multiply the MP Cost of all Spells with a Power score you cast by x1.5. When you pay this increased cost, multiply the power of each spell you cast by x1.5 as well. (This does not affect, say, rod critical hits.)
Reaction
Martyr
AP: 125
Type: Reaction
Recovery
Target: Self
Trigger: Being hit for damage by an ability.
The White Mage has his MP restored by an amount equal to his SPR x 3
CoS: 60
Adjustment: +1 power per tier above 1.
Traits
Potent Cure
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the Power and MP cost of Cure.
Superior Stoneskin
AP: 30
Type: Trait
Apply a x1.2 Power multiplier to the MP cost of Stoneskin. The first time that the target is hit after Stoneskin is cast on them, apply a -25% situational modifier to the damage taken.
Potent Raise
AP: 30
Type: Trait
Apply a x1.3 Power multiplier to the MP cost of Raise. Increase the amount of HP targets are revived with from 25% to 50%.
Superior Esuna
AP: 40
Type: Trait
Anytime the White Mage removes a status with the use of Esuna, the target gains 4 ranks of resistance against the status effect removed; treat this as an enhancement with a (4) duration.
Swift Veil
AP: 30
Type: Trait
Reduce the Delay for Veil by 3.
Swift Protect
AP: 30
Type: Trait
Reduce the Delay for Protect by 3.
Swift Shell
AP: 30
Type: Trait
Reduce the Delay for Shell by 3.
Total Sacred Prism
AP: 50
Type: Trait
By increasing the delay penalty from +5 to +10 and increasing the MP cost from x1.5 to x2, the Spell can target an entire Group rather than just a Row. Unlike most traits, this one is not always on - choosing to activate its effect or not is decided when Sacred Prism is used each separate time.