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White Mage Abilities

White Mages

Ability Name Description Other Notes
White Magic lvl. 1-4 The White Mage gains access to levels 1-4 White Magic  
White Magic lvl. 5-7 The White Mage gains access to levels 5-7 White Magic White Magic lvl. 1-4 must be learned first.
Bless The White Mage whispers a secret prayer that bestows a beneficial status effect on herself or a friend. The result is random, but always good. Roll 1d7 for the person being blessed:
1 = Float
2 = Safe
3 = Shell
4 = ReRaise
5 = Haste
6 = Regen
7 = Image
Holy Enchant Using this turns the White Mage's equipped weapon in a light-enchanted weapon (thus making it a Holy elemental weapon), capable of dealing more damage than usual to any being weak against holy attacks. Costs 1 MP to activate and it lasts until the end of the battle or until it is voluntarily dispelled or is struck by a Dispel spell. Holy Enchant can be used in-between rounds as a free action.
Pray The Red Mage prays to her gods, hoping to receive an answer in the form of healing or other forms of support. When used, roll 1d10. Results are as follows:
1-4 = Prayer is not heard
5-6 = Restores 5d10 + Willpower X MDC HP to the party
7-8 = Casts "Esuna" on the party.
9-10 = 5d10 + Willpower X MDC Holy damage to enemy party.
Mana Bolt The White Mage is able to produce a bolt of raw mana to strike at foes from a distance. Costs 1 MP to use. 1d6 + Wisdom X MDC non-elemental damage. Has range of a bow.
Purify The White Mage is able to cure one random status ailment on himself or an ally. Example: White Mage is afflicted with Poison, Blind, and Mute. Numbers are assigned to each of these ailments, 1-3 respectively. In this case, a 1d3 is rolled. A 2 is rolled. In this instance, Blind is cured. If used next turn, a 1d2 would be used for Poison and Mute. Numbers can be assigned however the player wishes.
Crusader DC and MDC against Demons and Undead are both increased by 1.  
Disperse The White Mage is now able to use certain spells on multiple targets at once. Some examples of dispersible spells are Aero, Holy, and Cure.
Nullify When used in battle, the White Mage is completely invincible to magical damage. Lasts until the White Mage's next turn. Can be used as the player's action for the round before initiative is even rolled.


Saints

Ability Name Description Other Notes
     
White Magic lvl. 8-10 The White Mage gains access to levels 8-10 White Magic White Magic lvl. 5-7 must be learned first.
Savior DC and MDC against Demons and Undead are both increased by an additional 1, making for a total bonus of +2 DC and MDC. Crusader must be learned first.
Miracle "With God, all things are possible" happens to be the perfect phrase to describe this ability. Through a series of millenia old prayers, the White Mage more or less makes a wish. Any wish. The wish is used to help the forces of light and protect the good people of the planet. No Miracle is too big. Miracles can only be used so often. Depending on the power of the most recent prayer, the Miracle ability itself will become innate (unuseable) for a set amount of time, be it a day, a week, a month, or even several months. See notes for examples. Note: All Miracles, despite their power, are still left to DM discretion. Examples: A horde of barbarians is rushing a village and are now only a mile or two away. The village has no true means of defending itself, so the White Mage prays to her gods for help. The gods answer by flooding a river close to the barbarians, washing them away forever.

A little girl is dying of a virtually incurable disease. Hope is given up for her by everyone... except the White Mage. Praying to her gods once more, the gods answer her prayer and cure the child.

All other Saint abilities must be learned first.
Life Transfer This allows the White Mage to give some of her own HP to fellow party members. To use, simply declare that you want to transfer x amount of MP to someone. This ability can be used in between rounds as a free action.
Mana Transfer This allows the White Mage to give some of her own MP to fellow party members. To use, simply declare that you want to transfer x amount of MP to someone. This ability can be used in between rounds as a free action.


Callers

Ability Name Description Other Notes
     
Summon This ability allows the White Mage to physically summon the very gods she prays to. These gods use very powerful magiks to both decimate enemies and support friends of the White Mage. Summons are learned by coming in contact with the god or monster you wish to summon (or sometimes by other means) and meeting their requirements, whether it is completing a quest a simply besting them in battle.

5 different summons can be stored in active memory at any one time. When you wish to learn another summon when the limit has already been reached, you must "forget" on of your current summons.
Call Using Call allows the White Mage to summon a god or monster without using MP. However, the White Mage has no say concerning WHICH god or monster is summoned. To determine what is summoned, assign numbers 1-* to each monster where * is the current number of summons the White Mage currently possesses. Then, roll 1d* to determine which is summoned.
True Calling The White Mage can now store 10 summons in her active memory. Summon must be learned first.
Memorize The White Mage can now store any number of summons in memory but only 5 (or 10) can be active at once. Any summons in so-called "passive memory" may not be used until activated. Summons can be placed into active memory while resting at home, in an inn, or while using a tent or other such item. Summon must be learned first.
Preference The White Mage prefers to utilize one god or monster over another. The White Mage chooses one summon spell she has access to and while it is preferred, it's MP cost is cut in half. The preferred summon can be changed at the same times Memorize can be. Summon must be learned first.


Geomancers

Ability Name Description Other Notes
     
Geomancy Geomancy is the semi-arcane art of summoning the forces of nature to attack foes. The effects can't be controlled, but effects do vary depending on what terrain surrounds you. Geomancy Table
Ignore Nature This allows the White Mage to ignore several parts of nature as if they weren't there, such as heat, cold, natural disease, and even such human weaknesses such as needs for food, water, and oxygen. They can even perform such feats like swimming in lava or acid without harm (a very small aura protects their gear), go for weeks without food or water, go without oxygen for nearly a week, and can walk through a tornado as if it were a calm area. Note: Ignore Nature offers no protection against magical fire, wind, etc.
Walk on Water The White Mage can now walk on water or any other safe liquids as if it were solid ground. In conjunction with Ignore Nature, the White Mage can walk safely across normally dangerous liquids such as lava and acid.
Summon Weather The White Mage is able to summon any type of weather she pleases. Anything from a calm and sunny or rainy day, or something much more fierce such as a tornado or lightning storm. Warning: This ability allows the White Mage to summon but not control the weather. Think twice before summoning a tornado or storm. What you thought was a great idea to use against your enemies may prove to be a horrible idea once the same storm or tornado hits your poor friends. However, when alone and with Ignore Nature... have fun.
Soul of Venom The White Mage now absorbs all Nature elemental damage as HP. Also, the Poison status effect is now treated as a positive effect that works in a way similar to Regen, restoring HP instead of dealing damage every round.  


Combat Medics

Ability Name Description Other Notes
     
Combat Upgrade Ups White Mage's HP/level die from 1d6 to 1d8. White Mage gains one extra weapon proficiency. New proficiency is at the same skill level as the characters least proficient weapon.
Arcane Mastery Ups White Mage's MP/level die from 1d10 to 1d12. In addition, all spells cost 20% less MP to cast (rounded down; all MP costs will be adjusted by the DM. Don't worry, you don't have to do the math).  
MP <-----> HP Whenever struck, if the White Mage chooses, she may take damage to her MP instead of her HP. In addition, if she falls victim to MP damage such as that caused by Rasp, she may choose to instead take damage to her HP instead of MP.  
Equip Heavy Armor The White Mage may now equip one piece of heavy armor at any time. Heavy armor includes shields, helmets, gauntlets, and mail. No more than one piece of heavy armor can be used at a time.  
First Aid First Aid heals one target for 5d8 + Willpower X MDC HP at no MP cost. Can also be used against the Undead to cause damage.


Priests

Ability Name Description Other Notes
     
Heal Ancient prayer that produces quasi-magical effects. When used, the entire party is healed for 3d8 + Willpower X MDC HP. Can be used as the player's action for the round before initiative is even rolled.

Can't be used against the undead.
Protect Ancient prayer that produces quasi-magical effects. When used, the entire party takes only half damage from all physical attacks for that round. Can be used as the player's action for the round before initiative is even rolled.
Barrier Ancient prayer that produces quasi-magical effects. When used, the entire party only takes half damage from all magical attacks for that round. Can be used as the player's action for the round before initiative is even rolled.
Aura of Denial Ancient prayer that produces quasi-magical effects. When used, the Priest protects the entire party from any and all negative status effects for that round. Can be used as the player's action for the round before initiative is even rolled.
Holy Word Ancient prayer that produces quasi-magical effects. When used, the entire enemy party is hit for 3d8 + Willpower X MDC Holy damage.