White Mage
April 4, 2017
15:30
The good news: You have one of the best support classes in the game on your side
The bad news: It doesn't know what "deal damage" means until near the end of the game
The Double Bad News: If you're seeing this, chances are White Mage was your FIRST Job assigned.  This means you're going to be suffering for a little bit, at least until you defeat Galura and get other jobs.  See the "Help I'm stuck with four white mages" section below.
Strength
-7
Agility
+1
Vitality
0
Magic
+25
Hands
Staves
Armor
Light Headgear
Light Armor
Light Accessories
Command
!White Magic
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
10
!White Magic Lv. 1
No
Magic +15
Enables the use of White Magic in any class, starting with just Cure, Scan, and Antidote.  As the White Mage job level increases, additional spells are added to this list, as well as increasing the power of the Magic stat transferred.  Remember, characters already in White Mage can use any spell regardless.   In the case of White Magic, you can equip this on the field, cast healing spells, and then remove it, allowing you to take advantage of MP pools that would otherwise sit useless.
2
20
!White Magic Lv. 2
No
Magic +17
Adds Silence, Protect, and Mini
3
30
!White Magic Lv. 3
No
Magic +19
Adds Cura, Raise, and Confuse
4
50
!White Magic Lv. 4
No
Magic +21
Adds Blink, Shell, and Esuna
5
70
!White Magic Lv. 5
No
Magic +23
Adds Curaga, Reflect, and Berserk
6
100
!White Magic Lv. 6
No
Magic +25
Adds Arise, Holy, and Dispel
7
300
MP +10%
No
Exactly what it says on the tin.  It's not a lot of extra MP though, but those in Natural Challenge will take whatever they can get.
Success Strategy
You literally have access to several of the best defensive and healing abilities in the entire game with this class, and it's not like you're playing a solo challenge.  You will be fine, even if the rest of your party is three Berserkers.  White Mages are just amazing.
Spell List
Spell
Power
MP
Found
Notes
Cure
15
4
Act 1 Magic shops
Heals ally (or allies)
Target Undead enemies to deal damage instead
Libra
--
1
Act 1 Magic shops
Reveals target's Level, HP, elemental weaknesses, and current status conditions
Note that some enemies are immune to HP Scan and will simply display "????? / ????? HP"
Poisona
--
2
Act 1 Magic shops
Cures Poison
Does NOT cure "HP Leak" (the steady, constant dropping of HP via spells like Bio), only Poison.
Silence
--
2
Act 1 Carwen/Karnak shops
75% chance of Mute, disabling enemy spellcasting
You'd be surprised how many mage enemies can be muted
Seriously.  This is a grade-A spell here.
Protect
--
3
Act 1 Carwen/Karnak shops
Reduces all physical damage recieved by one ally by roughly half
This spell affects the Multiplier, not Def, thus it affects all physical attacks
Because of the way Multiplier works, this spell at LEAST halves damage, potentially more
The results can get even more powerful on an ally in the back row
Cura
45
9
Act 1, Karnak/Jacole shops
225% MP cost for 300% effectiveness compared to Cure 1
Again, castable on Undead to deal damage
Raise
--
29
Act 1, Karnak/Jacole shops
Revives a single ally with 29 MP
Cast on an enemy undead, it has a 50% chance of killing them instantly
This destruction effect ignores immunity, but not Heavy
Confuse
--
4
Act 1, Karnak/Jacole shops
75% chance of Confuse
If you have a Blue Mage on the party (unlikely unless you're on Random), congrats!
Don't underestimate how much can be confused
Mini
--
5
Act 1, Ronka Ruins
Act 3, Mirage (if missed)
Toggles Mini status
Blink
--
6
Act 2 magic shops
The next two physical attacks on the target will be automatically evaded
Shell
--
5
Act 2 magic shops
Reduces magic damage on an ally by half
Since this applies to the multiplier, it effects even spells that pierce defenses
Doesn't reduce healing spells (thank god)
Due to the way Multipliers work, sometimes the actual reduction is more than half
This also halves the accuracy of enemy magic aimed at the character
Esuna
--
10
Act 1, Karnak Castle escape
Act 1, Lix
Act 2 magic shops (if missed)
Removes all the following ailments: Blind, Poison, Mini, Frog, Mute, Charm, Paralyze, Sleep, Old, Stone
DOES NOT remove Slow, Stop, Undead, or HP Leak
Note that while it cures Old, it does NOT restore lost levels; be sure to treat Old ASAP!
Curaga
180
27
Act 2, Moore magic shop
300% of the MP cost of Cure2, but 400% of the healing power!
Pretty damaging on undead foes!
Reflect
--
15
Act 2, Moore magic shop
Places Reflect on the target
Multi-target spells can potentially be reflected multiple times, decimating casters
Remember that your own white magic will be reflected ):
There's a handful of spells that ignore Reflect
You can cast Reflect on some enemies too to bounce their own support spells to the party!
But some enemies are immune to this ):
Berserk
--
8
Act 2, Moore magic shop
Inflicts Berserk on the target
ONLY misses if the target is immune (ignores Magic Evade, level, etc.)
Berserk has uses on both party members and enemies, so go take a look in the status section
Bosses vulnerable to Berserk cry at night because of this spell
Arise
--
50
Act 3, Mirage magic shop
Revives an ally with full HP
Cast on an undead target, has a 99% chance of destroying the target instantly
Dispel
--
12
Act 3, Mirage magic shop
Removes the following: Image, Regen, Haste, Slow, Stop, Shell, Protect, Reflect, Float, Berserk
Essentially everything that Esuna won't remove, positive or negative
Still doesn't remove HP Leak
The only White Magic spell that ignores Reflect (Since it removes it)
Holy
241
20
Act 3, Fork Tower quest
Holy damage to a single enemy
The Legendary Weapon, Sage Staff, enhances this spell's damage by 50%!
Because of that, it is actually the strongest spell in the game!?
Help, I'm Stuck With Four White Mages!
  Yeah so here's the shitty part: You have barely any equipment access and only Cure, Antidote, and the useless-for-your-purposes-right-now Libra.  The good news is that's a lot of survivability; the bad news is you had better be ready to plink your way through a few hundred HP with tiny damage attacks >:
Get ready to level up, sorry
Front row does more damage than the back row.  However, the back row takes far less damage, and Flails do full damage from the back.
Cross your fingers and pray - the earliest staves actually deal damage like a Berserker's axe so it can be really random, nevermind the low Strength of the class
CURE DAMAGES UNDEAD bam enjoy having a hilariously good time in the Ship Graveyard
Good luck with Galura
We're sorry.