So a friend in my AD&D 2nd ed group wanted to include Whitemage into the system. a more powerful healer and party support than the typical cleric. instead of the heavy tank priest it would be a healer base on the weaker mages
I've made my draft so far and its not done but i would love for some feedback for other players if existing on this forum
So far I've scaled the first 1-75lvls of FFXI to the first 1-20lvls in AD&D and the FFXI levels 75-99 into 20-30lvls in AD&D
So far this is what I've came up withIn PDF
This is a quick draft and most likely full of typo's
A healing and party support focused mage specialty class modeled after Final fantasy XI.
Armed with the most efficient recovery spells, White Mages (WHM) can ensure a party's survival in the most dire of situations. With the ability to utilize the most potent spells from the Cure, Regen, Protection, and Resist Spell families, White Mages are the premier healers and can far surpass a Cleric in healing duties.
The white mage however show regression in combat ability, Armor, Hit points and offensive spells.
Armor: Can’t wear any armor.
Weapons: Club or Staff
Levels advancements : As usual mage
Spell progression: As specialist mage
Special hindrances:
No damage spell: A White mage cannot cast damaging spells. (fireball, magic missile) but cant cast enfeebling spells (Slow, Paralyze)
Abilities:
Cure casting (1): A White mage can access spells from the priest spheres Healing and Protection as if it was mage spells of the same spell level.
Cure spells casted from a white mage on an undead works as a cause wounds spell and is exempt from the “no damage spells” rule
Divine seal (4): When activated, doubles the potency of user's next healing magic spell.
When activated in conjunction with the job trait Divine Veil, status removal spells change from single target to AoE.
Cure Status removal spells can be cast in the same round but at the end of the round
Afflatus solace (11): Takes one round to enable . Duration one day
Makes all cures gives the recipients a stone skin effect for a short duration.
The stone skin effect is 25% of cured amount and last 5 rounds or until removed by damage.
Does not combined With afflatus Misery
Afflatus Misery (11): Takes one round to enable
Records damage of last inflicted wound.
Increases Cure spells potency With the same amount as last recorded damage
Does not combined With afflatus misery
Devotion(20): 25% of the user's current HP is taken as "damage" upon use. The amount is then doubled and granted to the target. Can be used once a day Cannot self target
Marty(20): 25% of the user's current HP is taken as "damage" upon use. For each 4 HP points the receiver gains one spell/levels points to refresh his spells with. E.G if the receiver gets 4 spell/levels points he/she can choose to regain one 1st lvl and one 3rd level or two 2nd level.
Can be used once a day Cannot self target
Divine Caress(26): If the next spell you cast cures a status ailment, your target will gains 100% immunity against a similar effect for 3 rounds. Every hour
Sacrosanctity(28): Gives party members within radius of 15” of the White mage at “activation time with a one time magic protection effect, that reduces magic damage taken by a further 75% in a separate step after other forms of reduction are applied. 1once a day. Duration 10 rounds or until used
Asylum (29): Grants party members a powerful 25% magic resistance to Enfeebling Magic and Dispel effects