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[[Image:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]]]]
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[[Image:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]].]]
 
'''Green Magick''' is a set of [[Magic (Term)|magick]] found in ''[[Final Fantasy XII]]'' and ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''. It focuses on using [[Status Effect|status effects]] to buff the [[party]] and weaken enemies. It consists of a combination of what is normally considered [[White Magic|White]] and [[Black Magic]], similar to the "Gray Magic" of ''[[Final Fantasy VI]]''.
 
'''Green Magick''' is a set of [[Magic (Term)|magick]] found in ''[[Final Fantasy XII]]'' and ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''. It focuses on using [[Status Effect|status effects]] to buff the [[party]] and weaken enemies. It consists of a combination of what is normally considered [[White Magic|White]] and [[Black Magic]], similar to the "Gray Magic" of ''[[Final Fantasy VI]]''.
   
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'''NB!''' "MP cost" is defined as default MP cost. Channeling [[Augment (Final Fantasy XII)|Augment]] can lower MP cost of any spell.
 
'''NB!''' "MP cost" is defined as default MP cost. Channeling [[Augment (Final Fantasy XII)|Augment]] can lower MP cost of any spell.
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===''International Zodiac Job System''===
 
===''International Zodiac Job System''===
Most Green Magick spells have been re-categorized as either Black or White Magick with several [[Arcane Magick]] spells having taken their place. Green Magick spells are available to the [[White Mage (Final Fantasy XII)|White Mage]], [[Red Mage (Final Fantasy XII)|Red Mage]], [[Time Mage (Final Fantasy XII)|Time Mage]] and [[Black Mage (Final Fantasy XII)|Black Mage]] jobs, while [[Machinist]]s can only access Level 1 spells with the [[Esper (Final Fantasy XII)|Esper]] [[Exodus]].
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Most Green Magick spells have been re-categorized as either Black or White Magick with several [[Arcane Magick]] spells having taken their place. Green Magick spells are available to the [[White Mage (Final Fantasy XII)|White Mage]], [[Red Mage (Final Fantasy XII)|Red Mage]], [[Time Mage (Final Fantasy XII)|Time Mage]] and [[Black Mage (Final Fantasy XII)|Black Mage]] jobs, while [[Machinist]]s can only access Level 1 spells with the [[Esper (Final Fantasy XII)|Esper]] [[Exodus]].
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Revision as of 06:18, 29 October 2011

Magick

Green Magick (green color) on the License Board.

Green Magick is a set of magick found in Final Fantasy XII and Final Fantasy Tactics A2: Grimoire of the Rift. It focuses on using status effects to buff the party and weaken enemies. It consists of a combination of what is normally considered White and Black Magic, similar to the "Gray Magic" of Final Fantasy VI.

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Appearances

Final Fantasy XII

In the International Zodiac Job System version, changes have been made where many Green Magicks have been transferred into White Magick: the only remaining spell is Oil, the rest of the Green Magick space has been replaced with what was previously Arcane Magick.

The success rate of negative status spells are unaffected by the target's magick evasion.

[1]

If the target has Shell, the success rate is halved.

NB! "MP cost" is defined as default MP cost. Channeling Augment can lower MP cost of any spell.

Name Description MP cost Price License LP cost
Protect Raise one ally's defense. 8 200 Green Magick 1 25
Blind Lower one foe's chance to hit. 60% base hit rate. 8 200
Poison Damage one foe over time. 60% base hit rate. 10 500 Green Magick 2 30
Shell Raise one ally's magick resist. 8 300
Silence Prevent one foe from casting magicks. 60% base hit rate. 8 400 Green Magick 3 35
Sleep Put one foe to sleep. 60% base hit rate. 8 700
Oil Increase fire damage dealt to all foes in range. 80% base hit rate. 8 600 Green Magick 4 40
Toxify Damage all foes in range over time. 55% base hit rate. 26 4100
Silencega Prevent all foes in range from casting magicks. 55% base hit rate. 22 6800 Green Magick 5 45
Blindga Lower the chance to hit of all foes in range. 55% base hit rate. 20 6800
Bravery Increase one ally's physical attack damage by 30%. 24 5800 Green Magick 6 50
Faith Augment one ally's magick by 30-50%. 24 5800
Sleepga Put all foes in range to sleep. 55% base hit rate. 26 7900 Green Magick 7 105
Shellga Raise magick resist of all allies in range. 40 9900
Protectga Raise defense of all allies in range. 36 9600


International Zodiac Job System

Most Green Magick spells have been re-categorized as either Black or White Magick with several Arcane Magick spells having taken their place. Green Magick spells are available to the White Mage, Red Mage, Time Mage and Black Mage jobs, while Machinists can only access Level 1 spells with the Esper Exodus.

Name Description MP cost Price License LP cost
Decoy Cause one ally to be the target of all foes. 60% base hit rate. 10 2000 Green Magick 1 40
Oil Increase fire damage dealt to one foe. 80% base hit rate. 8 800
Drain Transfer HP from one foe to the caster. 18 3000 Green Magick 2 50
Reverse Cause healing and damage to have opposite effect on one foe. 70% base hit rate. 20 7000
Bubble Double max HP of one ally. 32 5000 Green Magick 3 90
Syphon Transfer MP from one foe to the caster. 2 3500


Final Fantasy Tactics A2: Grimoire of the Rift

Green Magick is the skillset of the Green Mage. The spells Protect and Shell have been transferred from the White Magic of Final Fantasy Tactics Advance to this skillset.

Skill Weapon Learned From Effect Range AP To Master MP Use
Protect Iron Hammer Grants Protect in an area. 4 150 8
Shell War Hammer Grants Shell in an area. 4 150 8
Tranq Sage Crosier Improves unit's Accuracy. 4 200 8
Leap Mandragora Allows unit to have increased movement. 4 400 18
Blind Druid Mace Inflicts Blind on one target. 4 150 8
Oil Sledgehammer Inflicts Oil on one target. 4 250 8
Silence Energy Mace Inflicts Silence in an area. 3 200 8
Sleep Battle Mace Inflicts Sleep in an area. 4 200 12

References

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