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White Mage
Bravely Second

White Mage

Learn how to effectively use the White Mage job in Bravely Second, from its essential support abilities like Angelic Ward and Silence Immunity to powerful healing and offensive magic.

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Learn how to effectively use the White Mage job in Bravely Second, from its essential support abilities like Angelic Ward and Silence Immunity to powerful healing and offensive magic.

Alright, let's dive into the White Mage job in Bravely Second! This is your go-to for keeping the party alive and kicking, and while it might seem straightforward, there are some key abilities and spells that make a huge difference. We'll go through what you unlock at each level, so you know exactly what you're getting and when.

The White Mage's specialty is Angelic Ward. Basically, it gives you a 50% chance to halve incoming damage from most attacks. It's not perfect – it won't stop poison or freeze, and some special abilities bypass it – but it's a solid defensive buff, especially since White Mages can be a bit fragile themselves. It's a nice upgrade from the older Silence Immunity specialty.

Level 1: White Magic Level 1

This unlocks your first set of White Magic spells: Cure and Aero. You'll need the actual magic scrolls to use them, of course. Cure is your basic HP restore, and Aero is a weak wind attack. They can hit multiple targets, but their power gets reduced. If you've played with the Red Mage, this will feel familiar. Honestly, these spells are pretty weak early on, so just learn them and move on for now.

Level 2: Angelic Ward

This is the Support ability version of the specialty we just talked about. It costs 1 support slot. Slap this onto any character you really want to keep alive, like a Bishop or even a tanky character. It's a great way to boost survivability.

Level 3: White Magic Level 2

Here you unlock Esuna and Raise. Esuna is super useful for clearing status ailments like poison or blindness, and Raise brings back fallen allies. These spells used to put the Red Mage ahead of Bishops, but by this point, your Bishop probably already has similar spells. Still, they're handy to have in your arsenal.

Level 4: White Magic Level 3

Get ready for stronger versions: Cura and Aerora. Cura is a much better HP heal than Cure, and Aerora boosts your wind damage. Cura, especially, is a significant upgrade – it heals way more than Vivify at this stage. If you're looking for top-tier healing, you might even consider switching to White Mage temporarily just to grab this. Aerora is a decent offensive spell, but honestly, your White Mage will likely be busy healing during tough fights, so it's not their main focus. A Wizard, however, could make great use of Aerora.

Level 5: White Magic Level 4

This level grants you Curada and Esunaga. Curada is a powerful single-target heal, and Esunaga is fantastic for curing the entire party of ailments at once. At this point, you're really catching up to and even surpassing the Red Mage and Bishop in terms of healing utility. Curada can heal a huge chunk of your party's HP, making it a lifesaver for a while. It'll eventually be outclassed by Benediction as your party's HP grows, but it's a solid spell for a good stretch.

Level 6: Silence Immunity

This Support ability grants immunity to Silence. It takes up 1 support slot. Silence is a nightmare for any magic user, especially healers, as it stops them from casting spells. While you can get a White Cape to achieve the same effect, this ability frees up your accessory slot for something else, which can be really valuable.

Level 7: White Magic Level 5

Unlocking Curaga and Aeroga. Curaga is your strongest single-target healing spell, and Aeroga is a potent wind attack. The scrolls for these are usually found pretty late in the game, so you might have already relied on the Bishop job by now. When you do get Curaga, it's initially better than a single Benediction cast. However, as your party's HP scales up, Benediction eventually becomes the superior choice for party-wide healing.

Level 8: Group-Cast Master

This Support ability costs 2 slots but is a game-changer: it lets you cast spells on the whole group without reducing their potency. This is a huge deal, especially for healing. While Benediction is already amazing for full party heals, this ability makes *any* group-cast spell hit just as hard as a single-target one. It's often considered the main reason to level White Mage, but ironically, it's also a reason to move on to other jobs once you have it, especially since Benediction exists.

Level 9: White Magic Level 6

The final White Magic spells are Arise and Holy. Arise revives a fallen ally with full HP, which is incredibly strong. Holy is a powerful light-based attack. However, these come quite late. Bishops get a similar revive spell (Resurrect) much earlier, and while Holy is great, it's often better suited for offensive jobs like the Wizard. By the time you get these, you might have already found better alternatives.

Level 10: Circle of Life

This Support ability (2 slots) is a wild card. If the user is KO'd, all allies are revived with full health. This effect triggers once per battle per character with the ability, even if everyone goes down at once. It's a fantastic safety net, especially for your main healer!

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