Job Information
Main Abilities
Innate Ability: Medical Magic
Cure, Purify, and Poisana count as spells that you know. When you gain the ability to cast Intermediate spells you automatically gain Cura, Life, and Esuna. When you gain the ability to cast Expert spells you automatically gain Curaga, Restore, and Regen.
Defining Ability: Augment Mana
The White Mage permanently augments the way mana flows within themself, choosing one of the following options when this ability is learned:
Defining Ability: Benediction
Benediction is a Standard action that costs 3 points of Destiny. Upon use, the HP of every conscious party member is instantly returned to maximum, and all negative status effects are removed. Unconscious characters are revived with 1 hp instead. This ability may be used at any time, even when it isn’t the White Mage’s turn. Furthermore, Benediction may even be used when the White Mage is unconscious.
Defining Ability: Body and Soul
The White Mage is capable of using and administering obscure salves and healing items in conjunction with their white magic, able to tend to their comrades quickly once battle has ended.
Whenever combat ends with the White Mage still conscious, the entire party may recover 100% of their maximum HP.
Ultimate Ability: Transcendence
The White Mage may spend 1 point of destiny to permanently increase an attribute of a single creature by 2. This ability may allow attributes to go beyond their normal cap.
Cure, Purify, and Poisana count as spells that you know. When you gain the ability to cast Intermediate spells you automatically gain Cura, Life, and Esuna. When you gain the ability to cast Expert spells you automatically gain Curaga, Restore, and Regen.
Defining Ability: Augment Mana
The White Mage permanently augments the way mana flows within themself, choosing one of the following options when this ability is learned:
- Ether Augment: Items that restore MP to the White Mage restore twice that amount to the White Mage.
- Inquisitor Augment: When dealing physical damage the White Mage restores MP equal to a quarter of the damage dealt.
- Serene Augment: The White Mage restores 100% of its MP when taking a travel rest, and 50% of its MP at the end of any combat they participate in.
- Spellbreaker Augment: When at 25% or less HP restoring spells cast by the White Mage restore MP to their targets equal to half the amount of MP required to cast them.
- Warmage Augment: The White Mage restores 25% of their MP whenever a spell they cast is interrupted or they roll maximum damage on an offensive spell they cast.
Defining Ability: Benediction
Benediction is a Standard action that costs 3 points of Destiny. Upon use, the HP of every conscious party member is instantly returned to maximum, and all negative status effects are removed. Unconscious characters are revived with 1 hp instead. This ability may be used at any time, even when it isn’t the White Mage’s turn. Furthermore, Benediction may even be used when the White Mage is unconscious.
Defining Ability: Body and Soul
The White Mage is capable of using and administering obscure salves and healing items in conjunction with their white magic, able to tend to their comrades quickly once battle has ended.
Whenever combat ends with the White Mage still conscious, the entire party may recover 100% of their maximum HP.
Ultimate Ability: Transcendence
The White Mage may spend 1 point of destiny to permanently increase an attribute of a single creature by 2. This ability may allow attributes to go beyond their normal cap.
Job Abilities
Ability: Angelic Ward
Once per combat as an Instant action the White Mage may reduce the damage they take from an attack by half.
Ability: Afflatus
After using a White Magic spell the White Mage temporarily creates a flower of pure energy. As an Instant action they may consume the energy of 3 such flowers to empower their next White Magic spell, either healing or dealing twice as much as normal. Any extra flowers vanish at the end of combat.
In addition, whenever the White Mage makes a Nature check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Asylum
As a Standard action the White Mage may grant a single ally immunity to negative status effects until the start of the next round. This cannot be used on the White Mage themself.
Ability: Bar-Spell
As a Standard action the White Mage may increase all allies’ resistance against an element of their choosing until the start of the next round. Weaknesses become vulnerabilities, vulnerabilities become neutral, neutral elements become resistant, resistant elements become immune, and immune elements become absorbed.
Ability: Clear Mind
Whenever a spell that the White Mage is casting would be interrupted due to a knockback, limit break, critical hit, or teamwork attack, they may pay the MP cost for the spell a second time. If they choose to do so, they may continue casting uninterrupted and the spell is not canceled.
In addition, whenever the White Mage makes an Awareness check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Devout Study
The White Mage gains additional skill points equal to twice their level, and two more skill points every time they level up. These skill points must be used on Lore, Nature, or Healing skills.
In addition, whenever the White Mage makes a Lore check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Divine Benison
White Magic spells that remove status effects from allies may be cast as Standard actions instead of Slow actions.
Ability: Divine Caress
When the White Mage removes a status effect from an ally, that ally gains a +2 bonus to opposed rolls to resist status effects for the rest of the combat. This effect is cumulative.
Ability: Divine Seal
The White Mage may declare they’re activating Divine Seal as a Standard Action; their next healing spell is imbued with far more potency than normal, increasing the healing it provides by three steps. For example, if it was to heal all allies for (MND x 2) hit points, (MND x 5) would be restored instead. In addition, their next Cure, Cura, Curaga or Curaja spell may be cast as an Instant action at any time, even if it isn’t their turn. This job ability may be used once per combat.
Ability: Evangelist
The White Mage’s calling empowers their hands with Holy energy, allowing them to equip Brawl-class weapons and granting these weapons the Holy Strike property.
In addition, once per chapter the White Mage may use its Standard action to place its hand on another creature to fully restore their HP and remove all negative status effects currently afflicting them, including unconsciousness.
Ability: Freecure
Once per combat the White Mage may cast a single-target White Magic healing or status removing spell on an ally without spending MP to do so. This ability may be taken multiple times, gaining an additional spellcast each time.
Ability: Good Measure
When the White Mage casts the same single-target White Magic spell on an ally that they cast the spell on the previous round, that spell deals additional steps of healing equal to the White Mage’s tier.
Ability: Guardian’s Light
Negative status effects that would normally last 4 turns on the White Mage last one fewer turn. Any negative status effects that would persist after battle (except death) are also cleansed on the White Mage at the end of combat that they participate in.
Ability: Indulgence
When the White Mage casts a healing spell they may choose to spend an additional 25% of their maximum MP. If they do so, the spell does its maximum amount of healing possible.
Ability: Life Force
Creatures and allies healed for more than their maximum HP by the White Mage deal one additional step of damage with their next attack or spell.
Ability: Magic Martyrdom
The White Mage may use their Standard action to sacrifice 25% of their own HP. One ally (including the White Mage themself) restores MP equal to the amount of HP sacrificed.
Ability: Magnify Tempest
When casting a white magic spell that deals damage the White Mage can choose to delay its casting, releasing it at any time afterwards during the same combat as an Instant action but becoming unable to take any other actions until the spell is released. The spell deals additional steps of damage equal to the White Mage's weapon tier plus the amount of full rounds the spell has been delayed for. If the White Mage becomes unable to take actions due to a status effect while delaying the spell, the spell fizzles and is no longer delayed.
Ability: Maim Mastery
All spells and attacks that deal Earth, Holy or Wind damage now deal one increased step of damage; if such attacks were to inflict (PWR x 1) points of damage, they would now do (PWR x 2) instead, and so on.
Ability: Martyr
As an Instant action, the White Mage may lay a hand upon an ally within a Short Range and cleanse them of any single negative status effect. However, the negative effect is applied to the user of Martyr instead.
Ability: Peaceful Messenger
The White Mage may add a bonus equal to half of their Healing skill to their Inquiry and Negotiate skill checks.
In addition, whenever the White Mage makes a Negotiation check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Pray
As a Standard action the White Mage restores HP and MP to the entire party equal to the White Mage’s MND score.
In addition, the White Mage may take a Standard action to pray and spend three points of Destiny. The next skill check they make of Impressive or Heroic difficulty before the end of the chapter automatically succeeds thanks to divine intervention. At 21st level this may be used for skill checks of Supreme difficulty as well.
Ability: Psych Up
Whenever allies successfully use a Teamwork Attack they may either deal one additional step of damage with these attacks or regain HP equal to the White Mage’s MND score.
Ability: Serenity
The White Mage gains a +2 to bonus to Awareness and Healing checks they make and whenever the White Mage makes an Inquiry check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
In addition, the White Mage’s healing spells are increased by two steps while they are at full HP.
Ability: Study Spell
The White Mage immediately learns two currently unlearned White Magic spells of a Rank that the character knows White Magic spells from. This ability may be taken multiple times.
Ability: Tranquil Heart
The damage the White Mage deals from spells and attacks is permanently reduced by one step and the healing caused by the White Mage’s healing spells is permanently increased by one step.
In addition, whenever the White Mage makes a Healing check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Vigor
Once per chapter when the White Mage begins casting a single-target White Magic spell on an ally, the target may instantly regain HP equal to 50% their maximum health. This bonus HP recovery is granted immediately, not when the spell actually resolves.
Once per combat as an Instant action the White Mage may reduce the damage they take from an attack by half.
Ability: Afflatus
After using a White Magic spell the White Mage temporarily creates a flower of pure energy. As an Instant action they may consume the energy of 3 such flowers to empower their next White Magic spell, either healing or dealing twice as much as normal. Any extra flowers vanish at the end of combat.
In addition, whenever the White Mage makes a Nature check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Asylum
As a Standard action the White Mage may grant a single ally immunity to negative status effects until the start of the next round. This cannot be used on the White Mage themself.
Ability: Bar-Spell
As a Standard action the White Mage may increase all allies’ resistance against an element of their choosing until the start of the next round. Weaknesses become vulnerabilities, vulnerabilities become neutral, neutral elements become resistant, resistant elements become immune, and immune elements become absorbed.
Ability: Clear Mind
Whenever a spell that the White Mage is casting would be interrupted due to a knockback, limit break, critical hit, or teamwork attack, they may pay the MP cost for the spell a second time. If they choose to do so, they may continue casting uninterrupted and the spell is not canceled.
In addition, whenever the White Mage makes an Awareness check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Devout Study
The White Mage gains additional skill points equal to twice their level, and two more skill points every time they level up. These skill points must be used on Lore, Nature, or Healing skills.
In addition, whenever the White Mage makes a Lore check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Divine Benison
White Magic spells that remove status effects from allies may be cast as Standard actions instead of Slow actions.
Ability: Divine Caress
When the White Mage removes a status effect from an ally, that ally gains a +2 bonus to opposed rolls to resist status effects for the rest of the combat. This effect is cumulative.
Ability: Divine Seal
The White Mage may declare they’re activating Divine Seal as a Standard Action; their next healing spell is imbued with far more potency than normal, increasing the healing it provides by three steps. For example, if it was to heal all allies for (MND x 2) hit points, (MND x 5) would be restored instead. In addition, their next Cure, Cura, Curaga or Curaja spell may be cast as an Instant action at any time, even if it isn’t their turn. This job ability may be used once per combat.
Ability: Evangelist
The White Mage’s calling empowers their hands with Holy energy, allowing them to equip Brawl-class weapons and granting these weapons the Holy Strike property.
In addition, once per chapter the White Mage may use its Standard action to place its hand on another creature to fully restore their HP and remove all negative status effects currently afflicting them, including unconsciousness.
Ability: Freecure
Once per combat the White Mage may cast a single-target White Magic healing or status removing spell on an ally without spending MP to do so. This ability may be taken multiple times, gaining an additional spellcast each time.
Ability: Good Measure
When the White Mage casts the same single-target White Magic spell on an ally that they cast the spell on the previous round, that spell deals additional steps of healing equal to the White Mage’s tier.
Ability: Guardian’s Light
Negative status effects that would normally last 4 turns on the White Mage last one fewer turn. Any negative status effects that would persist after battle (except death) are also cleansed on the White Mage at the end of combat that they participate in.
Ability: Indulgence
When the White Mage casts a healing spell they may choose to spend an additional 25% of their maximum MP. If they do so, the spell does its maximum amount of healing possible.
Ability: Life Force
Creatures and allies healed for more than their maximum HP by the White Mage deal one additional step of damage with their next attack or spell.
Ability: Magic Martyrdom
The White Mage may use their Standard action to sacrifice 25% of their own HP. One ally (including the White Mage themself) restores MP equal to the amount of HP sacrificed.
Ability: Magnify Tempest
When casting a white magic spell that deals damage the White Mage can choose to delay its casting, releasing it at any time afterwards during the same combat as an Instant action but becoming unable to take any other actions until the spell is released. The spell deals additional steps of damage equal to the White Mage's weapon tier plus the amount of full rounds the spell has been delayed for. If the White Mage becomes unable to take actions due to a status effect while delaying the spell, the spell fizzles and is no longer delayed.
Ability: Maim Mastery
All spells and attacks that deal Earth, Holy or Wind damage now deal one increased step of damage; if such attacks were to inflict (PWR x 1) points of damage, they would now do (PWR x 2) instead, and so on.
Ability: Martyr
As an Instant action, the White Mage may lay a hand upon an ally within a Short Range and cleanse them of any single negative status effect. However, the negative effect is applied to the user of Martyr instead.
Ability: Peaceful Messenger
The White Mage may add a bonus equal to half of their Healing skill to their Inquiry and Negotiate skill checks.
In addition, whenever the White Mage makes a Negotiation check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Pray
As a Standard action the White Mage restores HP and MP to the entire party equal to the White Mage’s MND score.
In addition, the White Mage may take a Standard action to pray and spend three points of Destiny. The next skill check they make of Impressive or Heroic difficulty before the end of the chapter automatically succeeds thanks to divine intervention. At 21st level this may be used for skill checks of Supreme difficulty as well.
Ability: Psych Up
Whenever allies successfully use a Teamwork Attack they may either deal one additional step of damage with these attacks or regain HP equal to the White Mage’s MND score.
Ability: Serenity
The White Mage gains a +2 to bonus to Awareness and Healing checks they make and whenever the White Mage makes an Inquiry check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
In addition, the White Mage’s healing spells are increased by two steps while they are at full HP.
Ability: Study Spell
The White Mage immediately learns two currently unlearned White Magic spells of a Rank that the character knows White Magic spells from. This ability may be taken multiple times.
Ability: Tranquil Heart
The damage the White Mage deals from spells and attacks is permanently reduced by one step and the healing caused by the White Mage’s healing spells is permanently increased by one step.
In addition, whenever the White Mage makes a Healing check and spends Destiny to enhance this roll they may add their Finesse modifier to the roll.
Ability: Vigor
Once per chapter when the White Mage begins casting a single-target White Magic spell on an ally, the target may instantly regain HP equal to 50% their maximum health. This bonus HP recovery is granted immediately, not when the spell actually resolves.