Post by Arazlam Durai on Sept 20, 2015 13:58:27 GMT -8
WHITE MAGE
Primary Weapon Types: Staves
Armor Class: Light
White mages are essentially clerics who utilize the power of prayer and blessings as their primary skill set. Not only do they act as great council for the meek and the mighty, but they are spiritual healers of great renown. Their prayers can perform great miracles but at a heavy price. White mages frequently find themselves drained of their mental energy due to the taxing demands of healing the sick and wounded. With the exception of the ‘Holy’ prayer, all of the white mage’s blessings require them to touch their target.
Nearly all white mages have taken a pilgrimage to Mullonde and have been taken under the wing of the Church of Glabados before setting out into the world. The region of Lionel is heavily populated and supported with churches and Glabados teachings. But nearly every major city in Ivalice has a church dedicated to St. Ajora so that white mages can practice their calling and spread the word of the holy saint's gospel. Unlike a black mage, a white mage's talents are more of a calling. They are required to be cultivated by the church in order to make them stronger, but essentially a white mage can train themselves under any Glabados priest to further hone their talents.
Their greatest miracles involve preparation, constant diligence, and an unshakable faith. Those who find themselves lost in the ways of Ajora can find themselves bereft of their spirituality and corrupt the souls instead of saving them. A white mage’s prayers also take time as they are forms of meditation and are not beholden to be rushed in order to be done right.
MAIN SKILLS
A white mage can cast up to 3 prayers / blessings per character level unless the skill denotes otherwise.
- Cure: Heals minor cuts and bruises, purifies liquids or food.
- Cure 2: Restores a little energy, healing more serious cuts, scrapes, small burns, etc.
- Cure 3: Restores a great deal of energy to the target, and a little bit towards anyone standing around them. Heals major gashes, stabilizes bloody wounds, sets broken bones, and helps amplify the body in mending fractures. (Master class ONLY)
- Cure 4: Restores the entire energy of a target, and even some energy to those around the target. Saves a person from the possibility of death, heals fatal burns, sets bones and speeds up the healing process a little, heals fractures completely, slows incurable diseases if cast frequently enough, and purifies entire bodies of water if cast with Esuna and performed by multiple priests at a time. (Master class ONLY)
- Raise: A prayer that brings the target back to life with a little bit of energy to remain stable. Must be cast within a one hour time frame of when the individual fell in battle before they become permanently deceased.
- Raise 2: A prayer that brings the target back to life with enough energy to allow them to get to safety. Must be cast within a twenty-four hour time frame of when the individual fell in battle before they become permanently deceased. (Master class ONLY)
- Reraise: A holy ritual that must be performed on an individual prior to them going into battle. The blessing is cast upon a powerful weapon or artifact that, if struck dead, sacrifices itself in order to resurrect the individual back to full health. In return the weapon or artifact shatters and can never be recovered. This holy blessing remains permanently latched to the chosen item until needed by its master. (Master class ONLY)
- Regen: Restores energy incrementally over a period of time for one posting round per the target’s character level.
- Protect: A blessing that is cast upon a weapon or shield that helps reduce physical attacks by half up to three times when the protected use their blessed item.
- Protect 2: A blessing that is cast upon a weapon or shield that helps reduce physical attacks by half up to seven times when the protected use their blessed item.
- Shell: A blessing that is cast upon the target’s armor or equipped item that helps reduce magic spells by half up to three times against the target.
- Shell 2: A blessing that is cast upon the target’s armor or equipped item that helps reduce magic spells by half up to seven times against the target.
- Wall: An empowered blessing that must be performed prior to going into battle that protects the target from both physical and magical attacks up to eight times whether by physical or magical damage. (Master class ONLY)
- Esuna: Removes one abnormal status effect such as: Petrify, Blind, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, and Don't Act.
- Holy: A holy prayer that summons the will of Ajora to purge evil or darkness towards a chosen target or a 10 yard area of effect. This is the only non-touch prayer the white mage possesses. (Master class ONLY)
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OTHER SKILLS
- Regenerator: When the white mage is physically struck, it immediately triggers a Regen blessing upon them. This blessing may only be triggered once per day.
- Magic Defend Up: A holy ritual that doubles the effects of a Shell or Wall blessing, but must be performed before battle and may only be done once per day. (Master class ONLY)