
Originally Posted by
SaitoHikari
- Solid Earth: Passive. Casting Stone spells 3 times builds Earth Blessing, which can be stacked up to 3. Earth Blessing stacks are consumed to either increase the duration of or lower the cooldown of special Earth-aspected abilities.
- Jagged Shield: Summons a shield of spires on the targeted party member or pet. The shield nullifies damage equal to 50% of the target's maximum HP at the time of casting for up to 15 seconds. When the shield is broken or the duration expires, damage equal to the shield's HP is inflicted to all enemies in a 10-yalm radius of the target (hey, a reason for Bards to use Troubadour in Mage's Ballad mode, and for Warriors to use Thrill of Battle offensively!). 90 second cooldown, but can be reduced to 80/70/55 seconds. (This and Solid Earth are learned at Lv. 42.)
- Granite Wall: Casts a shield on a single party member that becomes near impenetrable when they are about to suffer a fatal hit, preventing their HP from dropping below 1 for 5 seconds once triggered (duration can be increased to 7/9/12 seconds). 300 second cooldown with 15 second buff duration before triggering. (Yes, I did just give a targeted Holmgang to White Mages.)
- Calm Water: Passive. Casting Cure/Medica-type spells 3 times generates Water Blessing, which can be stacked up to 5. Medica II critically healing has a 10% chance to generate a stack, and a critical Holy also has a 20% chance to generate a stack too.
- Water Blessing stacks have three effects. The first is that they're obviously used to cast new abilities. The second is that holding a full stack of 5 reduces MP costs of Cure/Medica/Holy spells by 10%. The third is that each stack reduces emnity generation by 5%, for a total of 25%. (The last effect exists because I foresee the removal of Cleric Stance resulting in Assize usage leading to MASSIVE emnity generation, especially with the cooldown reduction.) Learned at Lv. 34 to replace Stoneskin's former position.
- Cure/Medica spells are currently considered to be wind-aspected due to the green aura when casting. This should be changed to blue/water-aspected (especially since Esuna is now a cross-role skill, and Esuna is the only water-aspected GCD that WHMs currently have).
- Holy also gets changed to become water-aspected. (I know this doesn't really matter, but lore.)
- Vital Aura: Requires and consumes 3 stacks of Water Blessing. Generates a barrier around all surrounding party members that shields them from critical hits. Additionally, this will also shield party members from 1 debuff or knockback attempt, but the Aura will be canceled early to guard against those. 20 second duration, 90 second cooldown. (Learned at Lv. 36 to replace Shroud of Saint's former position)
- Divine Benison: Same effect, but uses 1/3/5 Water Blessing stacks for cooldown reduction rather than the Confession/Lily stuff.
- Raging Wind: Passive. Each time Aero-type spells inflict critical damage or Regen critically heals, a Wind Blessing is generated, stacking up to 15 times. Once the 15th Blessing is granted, they are automatically consumed to grant Rage of the Wind for 20 seconds, which increases critical hit chance by 10% and additionally reduces Assize's cooldown by 5 seconds once triggered. It also allows a new spell to be used.
- Assize gets changed to be wind-aspected. (I know this doesn't really matter, but lore.)
- Thin Air: Same effect as before, but cooldown can be decreased to 100 seconds if used while Rage of the Wind is up (and thus consuming the buff), 120 seconds otherwise.
- Tornado: Can only be cast while under Rage of the Wind status. Inflicts 50 potency damage to the target and all enemies surrounding them, along with inflicting Aero II's debuff. Casting immediately cancels Rage of the Wind status, allowing Wind Blessing stacks to be built up again. 30 second cooldown.
- Font of Creation: The White Mage borrows the power of the Wind, Water, and Earth elementals to summon a field of destruction and succor both. Enemies inside the field take 30 potency damage over time from the searing winds within, and the water also drops their magic resistance by 5%. The power of the earth also shields party members inside the field, reducing damage taken by 10%. Requires at least 1 stack of Wind, Water, and Earth Blessing, and using the skill will consume all stacks, though effects do not change depending on how many stacks are consumed. 15 second duration, 180 second cooldown. (Before anyone asks, the activation requirement for this ability means that Divine Benison can't be used at the same time.)
Note: I came up with all of this on the spot in just half an hour, and I don't even main White Mage. (Though I used to, I switched to Bard about a full year ago.)