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Essence of theWhite Mage

byDinistro

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AI summary

Makes you a White Mage with access to every white magic spell, unlocked as you meet the threshold for each, starting at roughly level 10 with cure, regen, esuna, protect, shell, stone, aero, water and raise. It also folds in scholar, astrologist and sage abilities with duplicates merged, and extends beyond Final Fantasy to healers of every kind — clerics, priests, saints, paladins, blood ministration and more — with no need to believe in a deity, though there are benefits to doing so. You can learn new healing magic by witnessing it or entering its home setting, though you can only cast spells at your current level, and you level up by healing others, practising, and learning or inventing new spells; the very strongest healing magic will elude you at first, but can be reached in time.

Generated précis — the sections below are the author's original text.

Description

Tastes like the flavor of Angel cake that you love.

Effects

41
  • You have become a white mage. A healer specialized in keeping people alive, by kissing their boo boos and smacking the bitch who made the boo boo. You aren't a normal healer that's for certain, and no. You don't have to actually kiss them.

  • To start. You have access to every magic a white mage should have… that will be unlocked once you meet the threshold for them. (think of it as the equivalent of starting off as a level 10 using final fantasy game mechanics).

  • Somehow. This also includes the many different abilities and skills from scholar, astrologist, and even sage (FF14). Many of the skills that are a duplicate are fused into one skill.

  • While inspired by white mage, this isn't entirely based off of only final fantasy. This can include healers of all types from any series, even doctors. As long as it relates to some form of healing.

  • These variances can include classes such as a cleric/priest, saint, paladin, whatever the hell redo of a healer is, even the healing capabilities of blood ministrations, and so much more! This includes developing all skills and abilities related to said classes defined as a healer. even from other fictional sources, limited by your metaphysical level.

  • You will however find that the most powerful healing type or adjacent spells seem to allude you. This can however, be overcome in time.

  • You don't necessarily need to believe in a Deity in order to use spells for paladin, cleric, etc. the power comes from you, though there are certain benefits to utilizing a Deity.

  • While you start off with spells from FF for white mage, you can gain others as mentioned above by either seeing it, or entering the universe the healing magic is from. It is also possible to do similar through reading, but is much more arduous and longer to learn.

  • The spells also follow the same rule of only being able to cast a spell at your level. This does not stop you from learning other spells you come across. You just don't have enough mana to cast those spells. However, you can break the rules slightly and circumvent this limitation by training your max mana.(Will go into more detail below). This little caveat does not affect the rate of learning new white mage spells. (Mainly Final Fantasy. Including similar FF white mage classes) they will still be level locked.

  • You have a general level you will be at (lvl 10). While similar to the gamer exp system, your level can be raised through healing others, practicing your white magic, learning/creating new spells, and harming/defeating enemies. all this will add to your level with a cap at level 99. (harming then healing yourself will net you less exp then you would utilizing the methods above).

  • Your starting spells are cure, regen, ensuna, protect, shell, stone, aero, water and raise. To better sum it up.

  • Cure is the cure all spell (pun intended) for many grievous wounds, such as broken bones, lacerations, bleeding, internal bleeding, etc. anything usually requiring medical attention for the physical. This will not stop blood loss.

  • Regen will help with restoring lost limbs, replenishing blood, stabilizing the target, topping off there metaphorical health pool, etc.

  • Ensuna cures any and all status effects/aliments. From headaches, petrification, blindness, Alzheimer's, burns, frost burns, paralysis, poison, petrification, etc. you will only be able to cure one effect at a time.

  • Protect will erect a physical barrier that will protect the target from any forms of physical attacks; reducing the damage depending on your strength and the enemies.

  • Shell will erect a barrier that defends against magical effects( or the universes version of "magic" depending where you are). This reduces the magical damage based on your strength and your enemies.

  • Stone will use the earth itself to strike enemies, or act as another form of defense, such as a baseball sized rock hitting your opponent, a rock spike piercing them, raising the earth for a temporary wall, etc.

  • Aero will fire blades of wind at your enemies, shredding those who are ill prepared. This also gives you slight control over how the wind hits you, for controlling the temperature like make it cool around you, or even have your cape billowing in the wind in a place where there be none.

  • Water will fire a bolt of water at your enemies to pierce and damage them, it'll like they were hit with a high end power washer. It can also be used as a small form water geyser to strike them from below. This water is also somehow refreshing to drink and will rehydrate you near instantly. The water also is really good at cleaning things even without detergent. You can unironically use this as a magical power washer, which can be used on enemies as well. You'll be a hit at water balloon fights!

  • Raise will revive the recently dead, and by recent, I mean very recent. You aren't suppose to have this spell till lv 12, cause of this, you can't revive those who have died over 1 min. This has a high mana cost. The body must be fully intact in order to revive. Upon reaching lvl 12, you'll be able to revive the recently deceased within 15 min with most of there body intact. There health will also be topped off by 10% of there max amount, and the mana cost will be substantially less.

  • While effective, these spells are only as strong as the user. At your current level, you could preform miraculous feats of healing, saving those who are dying, restoring limbs, curing most medical diseases, etc. your heals/buffs are strongest when healing a specific target next to you, however, you can heal from range, up too 100 meters with a slight diminish in power the further away your target is. Growth in power can fix this.

  • You can control the strength of all spells you acquire.

  • You'll unlock more spells as you level up to your max cap, this also includes other methods of healing if you acquire them. You'll immediately gain the knowledge and capabilities of any and all white mage or adjacent spells. This also conveniently allows you to cast spells that require reagents, a focus, medium, ritual, etc. it can be cast with sometimes an increase in mana due to lack of ingredients. If you end up using reagents and such , you'll find those types of spells, are more powerful then they have any right to be, yet costing the same amount of mana.

  • To benefit from all this, you get a unique set of white mage robes, tailored to your taste, and a very awesome looking oak cane designed to your taste. These items grow in strength alongside you and are highly durable.

  • Your robes will grow more resistant to magical attacks, benefit you greater if your healed, resist physical attacks to a lesser extent, and will always be clean and stylish, no matter where you are. Nobody will find your choice of clothing weird or out of place. They even are self cleaning and have a nice pleasant smell to them. Not to mention comfortable and perfect tempt control and has a small barrier around your body that'll resist pests.

  • Your cane will channel white magic spells or similar better then without, can be used as a stylish walking stick that provides infinite stamina when used as one with no fatigue, and can be used as a blunt object to hit foes that will always somehow hurt them or knock some sense into them which it's surprisingly good at. Nobody will find it weird when your walking around with your cane on hand or strapped to your back; it is even self cleaning and it has a lovely wood smell to it you or others will never get tired of. The cane fits comfortably in your hand no matter its shape and won't leave callouses or splinters.

  • Your robes and Cane can change how they look cosmetically to fit a different design. However, it has to be within the theme of a healer. Red must always be included for your robes. Your items will still operate the same even if your oak Cane is a stethoscope.

  • If destroyed, it can be summoned back with depending on the severity of the damage, could take up to a day to fully restore. Simple breaks or tears will take less then a minute, torn to shreds or broke into splinters, could take up to a day. Despite that, these items also have a moderate self repair function.

  • Aside from your general level. Your white mage magic can be trained to grow more potent, have a higher maximum, even regenerating faster then Your current regen rate. You start off able to cast a dozen or so cures in rapid succession, or one raise. Your mana will regenerate relatively fast out of combat. In combat, it will regenerate slower.

  • Due to your new nature as a healer. People will take you more seriously when it involves their health in any way, shape or form. They will understand you can help them and even the most stubborn will eventually relent to being healed once convinced enough.

  • You will not fall into the trap healers due where everyone expects you to heal them, and your a horrible person for not wasting away your life healing people with no breaks and eventual burnout. people will understand you are one person, thus will not have those expectations that they must be healed immediately, even if some need a more forceful approach, they will be compelled to understand your no god that can perform true miracles of healing such as reviving or healing a dead/ dying patient or planet… yet.

  • Any universe you end up in will make sure healers in those universes; the good ones that is, gain that similar non expectations you do and will help clear up any burnout or similar they might have. This also somehow allows those who need urgent care to stay alive longer, with no added pain or suffering, even diminishing some of that pain within your universe or another.

  • Your level cap can be increased through defeating the true final boss of whatever setting you are in. Whether it be Voldemort, Thanos, Bowser, Zion, punny skeleton man, some vague eldritch entity, etc. the caveat being that if they are weaker then your general power level, they will be scaled to match you evenly, even if it shouldn't make sense that some mundane final crime boss of sorts, suddenly gains supernatural powers to try and defeat you. This does not apply to final bosses beyond your power, in this case, there power will not suddenly match yours. However, they could possibly be convinced to fight at your level, giving you the possibility of beating them. Every final boss increases your cap by 10. (in the case where there's multiple different final bosses like in Final Fantasy 14, they will also count towards increasing your lvl cap).

  • There's also secret final bosses. There the types of bosses that are usually behind the whole conflict or eventually become the cause of it. Or it could quite simply be a hidden boss more powerful then the final boss. An example would be Omega Flowey would be a final boss, but Asriel dreemurr would be a secret final boss since there's paths that must be taken in order to fight him, Darth Vader would be a final boss, but Palpatine would be the secret final boss in a way, Galactus would be considered a secret final boss of sorts (exemptions may apply), Ganon ( oracles of season and ages), Sephiroth ( Kingdom Hearts), omega weapon, etc. Each of these secret bosses are stronger then your base level, and will always be somewhat stronger then you. Not unbeatable by any means, but there will be a noticeable difficulty at the minimum. Same logic applies where if you're beyond the power of the secret final boss, it'll go above yours as mentioned before. Beating one will increase your level cap by 25.

  • Super bosses are a whole other beast. While you could beat a final boss on your own, and a secret final boss with lots of effort solo. A super boss will require a whole fully cracked out team to just be able to barely beat. Monsters like these would be the ruby weapon(FF weapons in general), the one above all, gaster, Devourer of Gods (Calamity Infernum), etc. beating them will increase the cap by 50.

  • You don't know how, but somehow, you gain the vague feeling this is shared among other essences?

  • You have a natural aptitude for the healing arts in general, from the simplest first aid to brain surgery, or even a mass restoration spell. Spells like these will be easy and come natural to you. Even if reading about it is still slow, you'll enjoy learning and eventually become the personification of a true white mage and all that entails.

  • You are also well liked by holy or divine beings due to your nature, and are one of the best recipients of any holy artifacts and divine blessings. Some might even shift events to more favor you, such as better weather, your enemies attack veering off slightly, there spell not working, help you avoid bad ends, etc.

  • People around you will feel more safe and comfortable. You have a sense of purity around you, an untarnished light that despite your actions, you somehow still retain it, even those who have lost their light, can eventually regain it after seeing yours. This also subconsciously helps heal any mental trauma one has the more they're around you. Not instant, but slow and steady progress that even when you're gone, they will heal and become better. You simply have a natural charisma that people can't help but look up to even in the bleakest of moments, almost like talk no jutsu given physical form.

  • Your powers are yours and yours alone, they cannot be affected in anyway without your consent. No manipulation or anything can force you to have your powers manipulated or turned against you. Any attempts doing so intentionally with negative intentions, will find that entity being smote out of existence by a far greater omnipotent entity. They will naturally know your powers are off limits.

  • Despite all this. Deep down, even if none realize it. Everyone will know, to never mess with the white mage.

Categories
magicsupernaturalutilitycombatsurvival
Traits
regenerationresurrectiondivine powergodhoodsystem interfacecharismacloning
Keywords
divine magicangeldemondurabilitygrowth potentialimmunityleadershipmiraclesnecromancyomnipotencestealthsummoningsuperhuman strength
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