White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
The power of White Magic is the power to direct the energies of nature toward healing and protection. Channeling this power requires a strong soul, and detailed knowledge of the occult. Many are also skilled mediators and crafters. White Mages must wear light armor, as anything heavier interferes with the ability to connect to nature. Most also wield wooden staves, some still living and sustained by the magic that flows through them. Others learn methods of unarmed self-protection, usually non-lethal. The most renowned White Mages are the Padjal who rule Gridania, and the Conjurer’s Guild who serves them. White Mages in Ul’dah are usually priests of Nald’thal, tasked with keeping the gate between life and death closed a bit longer. Limsa Lominsa’s White Mages are not religious, and are simply seen as better doctors. The priests and inquisitors of Halone in Ishgard also count many White Mages among their number.
Awareness, Craft, Integrity, Presence, Lore, Occult, Medicine, Socialize
White Magic automatically counts as a medical tool. This means that as long as the White Mage is not actively using a destructive artifact or forged metal weapon, the White Mage is considered to have average level tools for any Medicine roll or Charm. At Essence 3, this becomes Exceptional tools. In addition, the White Mage may use Medicine charms to cause healing nearly instantly, as in (the Charm that does that) for (an appropriate cost).
For 10 motes, one Willpower, the White Mage’s anima flares and surrounds her, absorbing her into the Lifestream over the course of the next round. With an Intelligence+Occult roll, the White Mage can follow the energies of the Lifestream to the nearest Aetherite, and bridging an additional Aetherite connection if she wishes for each further success. She can bring others along for an additional mote each, and increases the difficulty by one for each brought along. The ability may not be used again for a number of days equal to the difficulty of the roll, plus bonus successes used for distance. There is a more dangerous version of this ability which requires all of a mage’s remaining Essence, and leads to an immediate disappearance. Two Willpower are required for each passenger. It is considered forbidden, since many fail to return.
White Mages are conduits to elementals and spirits. For seven motes, the White Mage may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes.
White Mage Class Charms involve control of nature, the elements of Wind and Earth, and using these for defense and healing.