pFFWhiteMage3

© Square Enix, Mobius Final Fantasy

White Mages are the sister practitioners of the Black Mage. Where the Black Mage practices arcane traditions to harness power, a white mage studies the weave of aether to better preserve life. white mages are often the heads of convents, medical institutions, emergency personnel, and even diplomats. The very practice of their magicks is seen as an expression of compassion for the more empathetic of the world's inhabitants. Any adventuring party with a white mage would be well prepared to survive the dangers they may face on the open road.

Role: White mages are the premier healer and status removal casters

Alignment: Any

Hit Die: D6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The white mage's class skills are Appraise (Int), Craft (Int), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha)

Skill Ranks Per Level: 4 + Int modifier

Table: White Mage

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features MP
1 +0 +0 +0 +2 Spellcasting, Cantrips, Spell Proficiency, Overheal, Touch of Healing +2 3
2 +1 +0 +0 +3 Opal talent 7
3 +1 +1 +1 +3 Focused Caster, Aetheric Focus, Touch of Healing +4 12
4 +2 +1 +1 +4 Opal talent 18
5 +2 +1 +1 +4 Aetherial Reservoir, Aetheric Attunement 26
6 +3 +2 +2 +5 Opal talent, Touch of Healing +6 36
7 +3 +2 +2 +5 Opaline Panacea 47
8 +4 +2 +2 +6 Opal talent 59
9 +4 +3 +3 +6 Diamond Shine, Touch of Healing +8 73
10 +5 +3 +3 +7 Opal talent, Touch of Healing (75%) 89
11 +5 +3 +3 +7 Twinheal 107
12 +6/+1 +4 +4 +8 Opal talent, Touch of Healing +10 127
13 +6/+1 +4 +4 +8 Burst Pearl 148
14 +7/+2 +4 +4 +9 Opal talent 171
15 +7/+2 +5 +5 +9 Aetheric Absorption, Touch of Healing +12 196
16 +8/+3 +5 +5 +10 Opal talent 222
17 +8/+3 +5 +5 +10 Opal Efficiency 251
18 +9/+4 +6 +6 +11 Opal talent, Touch of Healing +14 281
19 +9/+4 +6 +6 +11 Aetheric Expansion 312
20 +10/+5 +6 +6 +12 Opal talent, Opal Mastery, Touch of Healing (Full) 344

Class Features

Weapon and Armor Proficiencies

White mages are proficient in simple and Mage weapons, white mages are proficient with mage's armour, and they are proficient with bucklers and light shields, including the mage's buckler.

Limit Breaks

At 1st level, a white mage gains the ability to use limit breaks. At the start of each day the white mage chooses Arcane or Medic as his limit break mode. When a white mage's Limit Break Gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Divine Blessing (Su): As a standard action, the white mage heals all allies within 30ft for 1d6 points of damage per consumed limit break stack. This healing also applies to dead allies, potentially returning them to life, provided they have been dead for no longer than 1 round per limit break stack consumed. If at least 5 limit break stacks are consumed, this time limit increases to 1 minute per stack. Divine Blessing also applies Overheal.

Spellcasting

The number of times a white mage can cast spells in a day is limited only by his daily MP. A white mage simply knows his spells; they are ingrained in his mind. He does not need to prepare them, though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against white mage spells is 11 + half the total spell cost + the white mage’s Wisdom modifier. A white mage can cast white magic spells without incurring the normal spell failure chance while using light shields and bucklers. Like any other spellcaster, a white mage wearing armour, heavy shields, or tower shields incurs a chance of spell failure if the spell in question has a somatic component.

White Mages can spend a number of MP on a spell, equal to their level in White Mage. in addition, whenever the white mage learns spells, he can learn spells from the white mage list of a MP cost equal to his white mage level or lower.

The white mage list can be found here

Characters gain bonus MP for having a high ability score. The ability score for the white mage class is wisdom. Determining how much bonus MP you get is actually a very simple calculation: Your wisdom modifier x your caster level x 0.5.

Spells Known

A white mage begins play with 3 white mage spells, with an additional number of spells equal to their Wisdom modifier. Each time a white mage levels up, they learn two more spells to their list of spells known.

Cantrips

A white mage begins play with three cantrips from the white mage spell list, and learns a new cantrip at 4th level and every 3 levels independent of their other spells. These cantrips cost no MP to use. The DC for white mage cantrips is 10 + their wisdom modifier

Spell Proficiency (Ex)

From 1st level, White mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch. In addition, white mages use their Class level in place of BAB for calculating to hit with white mage spells

Touch of Healing (Su)

At 1st level, white mages gain Touch of Healing as a bonus feat, ignoring prerequisites. White mages can use touch of healing as if they had an amount of MP conserved equal to their white mage level +2 and also increases how much touch of healing can heal, as if he could cast spells with a base cost of his white mage level +2. For every three levels of white mage he has, he is treated as having 2 additional MP reserved and increases his effective base cost by 2.

At the white mage's 10th level, he can use touch of healing to recover up to 75% of the target's hit points and at 20th level, he can use touch of healing to recover the target's entire hit point pool.

(In other words, the white mage can use touch of healing even when he is out of MP at an increased rate. For example, at 10th level, Touch of Healing normally recovers 15 hit points. A white mage would recover 27 hit points.)

Overheal (Su)

From 1st level, when the white mage heals at least 1 point of HP via a white mage spell, any healing over the target’s maximum HP is added as temporary HP, to a maximum of 1 point of temporary HP per white mage level. The temporary HP lasts for 1 round + 1 round per three white mage levels. The spell must heal actual damage to provide the temporary HP, simply healing nonlethal damage or healing no damage does not generate temporary hit points.

Opal Talents (Ex)

At 2nd level, and every even level afterwards, the white mage may select one Opal Talent. Each talent can only be selected once unless specified afterwards. The list of Opal Talents can be found here

Focused Caster (Ex)

From 3rd level onwards, the white mage may roll twice and take the better result whenever he rolls a concentration check.

Aetheric Focus (Ex)

At 3rd level, choose one of the following Schools: Abjuration, Conjuration, Transmutation, and Evocation (Elemental: Holy or Wind). You become more versed on the arcane theories and manipulations of magic for that element. Whenever you gain a level, you may learn an additional spell that has a descriptor of the chosen school; this is in addition to the spells normally learned upon leveling. A spell learned in this way must still be of a spell that you could cast and learn normally. In addition, when performing independent research to learn a spell that has that descriptor, you reduce the amount of hours to do so by 4 per five White mage levels you possess. You must still pass any checks to learn a spell, as directed by your GM should learning a spell require it. Spells learned in this way must originate from the white mage spell list.

Aetherial Reservoir (Su)

At 5th level, the White mages’ manipulation of magic improves. He gains a smaller, secondary pool of MP, called the Aetherial Reservoir. This pool’s cap is equal to his white mage Level + Wisdom modifier. He can put MP from his normal pool into his Aetherial reservoir as a full round action. MP in the reservoir is not lost when resting, nor does it refill from a night’s rest. Taking MP from the Reservoir is a swift action, with a maximum MP taken equal to the white mage's Wisdom Modifier in one round.

Aetheric Attunement (Su)

At 5th level, you become more instinctively attuned to the arcane fluctuations laid within your schools. Choose a second school from your Aetheric Focus ability. That school gains the same benefits as the first (this is retroactive). In addition, Whenever you spend MP from your Aetherial Reservoir to cast a spell with a descriptor matching your chosen schools, it counts as spending 2MP instead of 1 for all purposes. This ability does not allow the white mage to cast a spell with an amount of MP above their caster level.

Opaline Panacea (Su)

At 7th level, the white mage's ability to cure and cleanse blends together. Whenever the white mage heals a single target with a spell, he may spend an additional amount of Aetherial MP equal to the target’s HD to remove one condition or status effect they are suffering from.

Diamond Shine (Su)

At 9th level, the white mage's reservoir can be channeled to protect him. At the start of combat, the white mage can expend Aetherial MP to cast Mage Armor as an immediate action, spending twice the MP they normally would. The white mage may spend more to augment this casting of Mage Armor, but this is also doubled.

Twinheal (Su)

At 11th level, the white mage's skill to heal in quick succession shines through. Whenever he casts a spell that heals or removes a status condition, he may spend the same amount of MP again from his Aetherial MP to duplicate the effect (including HP dice rolled) to a second target within 10 feet of the first.

Burst Pearl (Su)

At 13th level, the white mage can detonate his Aetherial Reservoir to protect himself from enemies at close range. As a standard action, the white mage may expend all of his Aetherial MP, dealing 1d6 non-elemental damage for every 5 MP expended (Minimum 1d6) to all creatures within 5 feet, with a reflex save (DC 10 + Wisdom modifier + ½ white mage level) to half damage. Failing the save also knocks all creatures back 15 feet + 5 per 5 Aetherial MP spent.

Aetheric Absorption (Su)

At 15th level, whenever the white mage casts a spell, for every 5 MP he spends on the spell, he gains 1 Aetherial MP in his Reservoir.

Opal Efficiency (Su)

At 17th level, the white mage gains a number of MP equal to the spell’s level to augment the spell for free, whenever he casts a white mage spell of level 6 or lower.

Aetheric Expansion (Su)

At 19th level, the white mage's Aetheric Reservoir doubles in capacity.

Opal Mastery (Su)

The white mage ascends to true healing power. The white mage may apply Opaline Panacea to all spells he casts for free, and can cast using his Aetherial MP as if it was normal MP without having to move it.

Archetypes

Class Templates

Favoured Class Bonus

A character of any race may choose to gain +1 MP whenever they take a level of white mage, rather than any other favoured class bonus.