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{{sideicon|FFXII|FFTA2|FFBE}}
[[Image:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]].]]
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[[File:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]] (original version).]]
'''Green Magick''' {{J|緑魔法|Midori Mahō}} 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 beneficial and negative [[Status Effect|status effect]]-inducing spells from the traditional [[White Magic|White]] and [[Black Magic]].
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'''Green Magick''' {{J|緑魔法|Midori Mahō}}, also called '''Green Magic''', is a recurring set of [[Magic (term)|magick]] in the [[Final Fantasy series|series]]. It focuses on using [[status effect]]s to buff the [[party]] and weaken enemies. It consists of a combination of beneficial and negative status effect-inducing spells from the traditional [[White Magic|White]] and [[Black Magic]].
   
 
==Appearances==
 
==Appearances==
 
===''[[Final Fantasy XII]]''===
 
===''[[Final Fantasy XII]]''===
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[[File:FFXII Green Magic Icon.png|right]]
 
{{main|Green Magicks (Final Fantasy XII)}}
 
{{main|Green Magicks (Final Fantasy XII)}}
 
The primary focuses of spells in the Green Magicks skillset is to give statuses to allies or foes.
 
The primary focuses of spells in the Green Magicks skillset is to give statuses to allies or foes.
   
In the ''[[Final Fantasy XII#Final Fantasy XII International Zodiac Job System|International Zodiac Job System]]'' version, most Green Magicks spells have been re-categorized as either [[Black Magicks (Final Fantasy XII)|Black Magicks]] or [[White Magicks (Final Fantasy XII)|White Magicks]] with several [[Arcane Magicks (Final Fantasy XII)|Arcane Magicks]] spells having taken their place. There is no Green Mage class, so 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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In the ''Zodiac'' versions, most Green Magicks spells have been re-categorized as either [[Black Magicks (Final Fantasy XII)|Black Magicks]] or [[White Magicks (Final Fantasy XII)|White Magicks]] with several [[Arcane Magicks (Final Fantasy XII)|Arcane Magicks]] spells having taken their place.
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There is no Green Mage class, so Green Magick spells are available to the [[White Mage (Final Fantasy XII)|White Mage]], [[Red Battlemage]], [[Time Battlemage]] and [[Black Mage (Final Fantasy XII)|Black Mage]] jobs, while the [[Machinist (Final Fantasy XII)|Machinist]] can only access Level 1 spells with the [[Esper (Final Fantasy XII)|Esper]] [[Exodus (Final Fantasy XII)|exodus]].
   
 
===''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''===
 
===''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''===
Green Magick is the skillset of the [[Green Mage]]. The spells [[Protect (Ability)|Protect]] and [[Shell (Ability)|Shell]] have been transferred from the White Magic of ''[[Final Fantasy Tactics Advance]]'' to this skillset.
 
   
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Green Magick is the skillset of the [[Green Mage (Tactics A2)|Green Mage]].
{|cellspacing="0" cellpadding="2" border="1"
 
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!width="100" class="FFTA2a"|Skill
 
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{|class="full-width FFTA2 article-table" style="text-align:center"
!width="200" class="FFTA2a"|Weapon Learned From
 
!width="375" class="FFTA2a"|Effect
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|-class="a"
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!style="width:10%"|Skill
!width="75" class="FFTA2a"|Range
 
  +
!style="width:10%"|Equipment
!width="75" class="FFTA2a"|AP To Master
 
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!style="width:10%"|Range
!width="30" class="FFTA2a"|MP Use
 
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!style="width:5%"|AP
  +
!style="width:5%"|MP
 
|-
 
|-
!class="FFTA2b"|[[Protect (Ability)|Protect]]
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!class="b" rowspan=2|{{LA|Protect (ability)|Protect}}
|[[Iron Equipment|Iron Hammer]]
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|[[Iron equipment|Iron Hammer]]
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|4
|Grants [[Protect (Status)|Protect]] in an area.
 
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|150
|style="text-align: center"|4
 
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|8
|style="text-align: center"|150
 
|style="text-align: center"|8
 
 
|-
 
|-
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|colspan=4 style="text-align:left"|''Create an invisible shield around units in a small area. Raises DEFENSE.''
!class="FFTA2b"|[[Shell (Ability)|Shell]]
 
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|-
 
!class="b" rowspan=2|{{LA|Shell (ability)|Shell}}
 
|[[War Hammer]]
 
|[[War Hammer]]
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|4
|Grants [[Shell (Status)|Shell]] in an area.
 
  +
|150
|style="text-align: center"|4
 
  +
|8
|style="text-align: center"|150
 
|style="text-align: center"|8
 
 
|-
 
|-
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|colspan=4 style="text-align:left"|''Surround units in a small area with a veil of divine protection. Raises RESISTANCE.''
!class="FFTA2b"|[[Tranq]]
 
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|-
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!class="b" rowspan=2|{{LA|Tranq}}
 
|Sage Crosier
 
|Sage Crosier
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|4
|Improves unit's Accuracy.
 
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|200
|style="text-align: center"|4
 
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|8
|style="text-align: center"|200
 
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|-
|style="text-align: center"|8
 
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|colspan=4 style="text-align:left"|''Soothe the target's nerves. Raises ACCURACY.''
 
|-
 
|-
!class="FFTA2b"|[[Leap]]
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!class="b" rowspan=2|{{LA|Leap}}
 
|Mandragora
 
|Mandragora
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|4
|Allows unit to have increased movement.
 
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|400
|style="text-align: center"|4
 
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|18
|style="text-align: center"|400
 
|style="text-align: center"|18
 
 
|-
 
|-
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|colspan=4 style="text-align:left"|''Stimulate the muscles in the user's legs. Raises MOVE and JUMP.''
!class="FFTA2b"|[[Blind (Ability)|Blind]]
 
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|-
 
!class="b" rowspan=2|{{LA|Blind (ability)|Blind}}
 
|Druid Mace
 
|Druid Mace
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|4
|Inflicts [[Blind (Status)|Blind]] on one target.
 
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|150
|style="text-align: center"|4
 
  +
|8
|style="text-align: center"|150
 
|style="text-align: center"|8
 
 
|-
 
|-
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|colspan=4 style="text-align:left"|''Conjure a black mist to [[Blind (status)|BLIND]] the target.''
!class="FFTA2b"|[[Oil (Ability)|Oil]]
 
|Sledgehammer
 
|Inflicts [[Oil (Status)|Oil]] on one target.
 
|style="text-align: center"|4
 
|style="text-align: center"|250
 
|style="text-align: center"|8
 
 
|-
 
|-
!class="FFTA2b"|[[Silence (Ability)|Silence]]
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!class="b" rowspan=2|{{LA|Oil (ability)|Oil}}
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|[[Sledgehammer (weapon)|Sledgehammer]]
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|4
  +
|250
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|8
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|-
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|colspan=4 style="text-align:left"|''Coat the target with a film of black, sticky [[Oil (status)|OIL]].''
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|-
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!class="b" rowspan=2|{{LA|Silence (ability)|Silence}}
 
|Energy Mace
 
|Energy Mace
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|3
|Inflicts [[Silence (Status)|Silence]] in an area.
 
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|200
|style="text-align: center"|3
 
  +
|8
|style="text-align: center"|200
 
|style="text-align: center"|8
 
 
|-
 
|-
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|colspan=4 style="text-align:left"|''Steal the target's voice. [[Silence (status)|SILENCE]] in a small area.''
!class="FFTA2b"|[[Sleep (Ability)|Sleep]]
 
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|-
|Battle Mace
 
|Inflicts [[Sleep (Status)|Sleep]] in an area.
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!class="b" rowspan=2|{{LA|Sleep (ability)|Sleep}}
 
|[[Battle Mace]]
|style="text-align: center"|4
 
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|4
|style="text-align: center"|200
 
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|200
|style="text-align: center"|12
 
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|12
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|-
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|colspan=4 style="text-align:left"|''Put units in a small area to [[Sleep (status)|SLEEP]] with a powerful gas.''
 
|}
 
|}
   
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===''[[Final Fantasy Brave Exvius]]''===
==References==
 
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{{Reflist}}
 
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{{main|Green Magic (Brave Exvius)}}
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A number of characters have varying levels of access to Green Magic. Traditional Green Magics [[Sleep (ability)|Sleep]], [[Blind (ability)|Blind]], [[Silence (ability)|Silence]], [[Shell (ability)|Shell]], [[Protect (ability)|Protect]], [[Protectga]], [[Brave]], and [[Faith (ability)|Faith]] return, but they are joined by the elemental protection magics [[Barfire (ability)|Barfire]], [[Barblizzard (ability)|Barblizzard]], [[Barthunder (ability)|Barthunder]], [[Baraero]], [[Barwater (ability)|Barwater]], and [[Barstone]] which were previously [[White Magic]]. In addition, the [[Saboteur (job)|Saboteur]] spells [[Deprotect (ability)|Deprotect]], [[Deshell (ability)|Deshell]], and [[Imperil (ability)|Imperil]] make their first appearance as traditional colored magics as Green Magic.
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==Etymology==
 
{{Etym|Magick}}
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{{navbox magic}}
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{{navbox green magick}}
   
{{Magic}}
 
{{Green Magick}}
 
   
 
[[de:Grünmagie]]
 
[[de:Grünmagie]]

Revision as of 01:52, 3 February 2019

Template:Sideicon

Magick

Green Magick (green color) on the License Board (original version).

Green Magick (緑魔法, Midori Mahō?), also called Green Magic, is a recurring set of magick in the series. It focuses on using status effects to buff the party and weaken enemies. It consists of a combination of beneficial and negative status effect-inducing spells from the traditional White and Black Magic.

Appearances

Final Fantasy XII

FFXII Green Magic Icon

The primary focuses of spells in the Green Magicks skillset is to give statuses to allies or foes.

In the Zodiac versions, most Green Magicks spells have been re-categorized as either Black Magicks or White Magicks with several Arcane Magicks spells having taken their place.

There is no Green Mage class, so Green Magick spells are available to the White Mage, Red Battlemage, Time Battlemage and Black Mage jobs, while the Machinist can only access Level 1 spells with the Esper exodus.

Final Fantasy Tactics A2: Grimoire of the Rift

Green Magick is the skillset of the Green Mage.

Skill Equipment Range AP MP
Protect Iron Hammer 4 150 8
Create an invisible shield around units in a small area. Raises DEFENSE.
Shell War Hammer 4 150 8
Surround units in a small area with a veil of divine protection. Raises RESISTANCE.
Tranq Sage Crosier 4 200 8
Soothe the target's nerves. Raises ACCURACY.
Leap Mandragora 4 400 18
Stimulate the muscles in the user's legs. Raises MOVE and JUMP.
Blind Druid Mace 4 150 8
Conjure a black mist to BLIND the target.
Oil Sledgehammer 4 250 8
Coat the target with a film of black, sticky OIL.
Silence Energy Mace 3 200 8
Steal the target's voice. SILENCE in a small area.
Sleep Battle Mace 4 200 12
Put units in a small area to SLEEP with a powerful gas.

Final Fantasy Brave Exvius

A number of characters have varying levels of access to Green Magic. Traditional Green Magics Sleep, Blind, Silence, Shell, Protect, Protectga, Brave, and Faith return, but they are joined by the elemental protection magics Barfire, Barblizzard, Barthunder, Baraero, Barwater, and Barstone which were previously White Magic. In addition, the Saboteur spells Deprotect, Deshell, and Imperil make their first appearance as traditional colored magics as Green Magic.

Etymology

Magick is an Early Modern English spelling for magic. Magick, in the context of Aleister Crowley's Thelema, is a term used to differentiate the occult from stage magic and is defined as "the Science and Art of causing Change to occur in conformity with Will", including both "mundane" acts of will as well as ritual magic.