White Mage
Priest.jpg

"My will is strong!" — Yuna, FFX


Overview

AKA: Devout, Priest, Seer
White mages are weavers of healing spells, supporters that keep the party going long after they would have normally fallen to attacks. With a white mage's powers, a party stands healthy at the forefront of combat, unafraid of the death and damage that their enemies can dish out. In FFZ, white mages are largely based around healing: recovering HP, undoing status ailments, and reviving those who are KO'd. This looking to enhance their defensive or offensive abilities should look into the feats, as White Mages have access to these abilities only by spending these resources.

Base Statistics

These are the basic statistics for anybody with White Mage set as their main job.

HP 15 Weapon Power 1d6 Weapon Type Staves
MP 25 Spell Power 1d10 Armor Type Robes
Job Bonus +1 Willpower, +1 Resilience Job Tree Bard/Paladin

Skills

Characters with White Mage as their main job can use the following skills.

Explore Mind: White mages can feel their way in the dark, guided by only intuition.
Social Spirit: White mages are compassionate, and are looked to as supporting figures.
Knowledge Mind: White mages know how life flows naturally, without needing books.

White Magic

White Mages gain the following powers as they gain job levels. Their powers are three different kinds of healing, generally: HP healing, status removal, and revival of KO'd characters.

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1: Heal: Regenerate

Regen restores a character's health over time, keeping their HP high.

Regenerate Spell 1 A
5 MP
Heals HALF SPELL POWER HP and bestows Regen on one ally.

2: Heal: Cure

The Cure spell is a basic magical restorative spell.

Cure Spell 1 A
15 MP
This Holy effect heals SPELL POWER HP for one ally.

3: Remove: Esuna

Esuna removes one status effect from an ally.

Esuna Spell 1 A,
15 MP
One status ailment is removed.

4: Life: Raise

Raise revives KO'd party members, but leaves them weak.

Raise Spell 1 A
20 MP
This Holy effect revives one KO'd party member, with ONE-QUARTER MAXIMUM HP HP.

5: Heal: Cura

Cura is a more potent healing effect.

Cura Spell 2 A
25 MP
This Holy effect heals DOUBLE SPELL POWER HP for one ally.

6: Remove: Esunara

Esunara removes all of an ally's ailments.

Esunara Spell 2 A,
25 MP
All status ailments afflicting the party member are removed.

7: Life: Arise

Arise brings an ally back from the brink of death, hale and healthy.

Arise Spell 2 A
30 MP
This Holy effect revives one KO'd party member, with HALF MAXIMUM HP HP.

8: Heal: Curaga

The most potent healing spell.

Curaga Spell 3 A
35 MP
This Holy effect heals TRIPLE SPELL POWER HP for one ally.

9: Remove: Esunaga

Esunaga removes all ailments and prevents future ailments..

Esunaga Spell 3 A,
35 MP
All status ailments afflicting the party member are removed.
The next ailment they are exposed to is also removed instantly.

10: Life: Reraise

Reraise ensures that an ally who is KO'd will come back.

Reraise Spell 3 A
40 MP
When the target party member is KO'd, they instantly are revived with ONE-QUARTER MAXIMUM HP HP.

Epic: Sacred Magic: Holy

White Mages learn to channel their magic for destructive effects as well.

Holy Spell 4 A
45 MP
This deals QUADRUPLE SPELL POWER Holy damage to one enemy.

Feats

White mages can customize their abilities with feats, gaining new abilities and options.

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Rank I

Prayer: Pray

Prerequisite: White Mage Level 1
Pray attempts to heal the party, but it isn't assured.

Pray [Ability] Tech 1 A Roll 1d20. On a roll of 10 or better, the party heals HALF SPELL POWER HP.

Charm: Sympathy

Prerequisite: White Mage Level 1
Sympathy causes enemies to underestimate you, growing more confident — and less protective of themselves.

Sympathy [Ability] Tech 1 A Roll 1d20. On a roll of 10 or better, the enemy's STAMINA is halved.

Rank II

Prayer: Blessing

Prerequisite: White Mage Level 5
Blessing attempts to restore the party's magic, but it isn't assured.

Blessing [Ability] Tech 2 A Roll 1d20. On a roll of 10 or better, the party regains HALF SPELL POWER HP and MP.

Sacrifice: Martyr

Prerequisite: White Mage Level 5
A white mage who learns this technique can heal his allies, even at his own expense.

Martyr [Ability] Tech 2 A Take damage equal to 1/4th your current HP.
A target ally is healed for double this amount.

Heal: Cureja

Prerequisite: White Mage Level 5
A white mage can heal all allies with this spell.

Cureja [Ability] Spell 2 A
20 MP
Heals SPELL POWER HP for all allies as a Holy effect.

Rank III

Prayer: Miracle

Prerequisite: White Mage Level 8
Miracle restores the party's health, but the power is highly variable.

Miracle [Ability] Tech 3 A Roll 1d20. On a roll of less than 5, the party gains HALF SPELL POWER HP.
On a roll of 5-15, the party gains SPELL POWER HP.
On a roll of greater than 15, the party gains DOUBLE SPELL POWER HP and each party member has one status removed.

Sacrifice: Devotion

Prerequisite: White Mage Level 8
A white mage with this technique gives allies strength to fight on, without self-consideration.

Devotion [Ability] Tech 3 A Take damage equal to 1/4th your current HP.
A target ally regains MP equal to double this amount.

Epic

Remove: Esunaja

Prerequisite: White Mage Epic Level
Esunaja restores your entire party to fighting condition.

Esunaja Spell 4 A,
40 MP
All status ailments afflicting each party member are removed.
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