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− | [[File:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]].]] |
+ | [[File:Magick.PNG|thumb|Green Magick (green color) on the [[License Board]] (original version).]] |
− | '''Green Magick''' {{J|緑魔法|Midori Mahō}}, also called '''Green Magic''', is a set of [[Magic (term)|magick]] |
+ | '''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== |
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===''[[Final Fantasy XII]]''=== |
===''[[Final Fantasy XII]]''=== |
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+ | |||
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[[File:FFXII Green Magic Icon.png|right]] |
[[File:FFXII Green Magic Icon.png|right]] |
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{{main|Green Magicks (Final Fantasy XII)}} |
{{main|Green Magicks (Final Fantasy XII)}} |
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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. |
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− | In the '' |
+ | 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. |
− | 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 [[Machinist ( |
+ | 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]]''=== |
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− | {{sideicon|FFTA2}} |
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− | Green Magick is the skillset of the [[Green Mage (Tactics A2)|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]]. |
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|-class="a" |
|-class="a" |
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− | ! |
+ | !style="width:10%"|Skill |
− | ! |
+ | !style="width:10%"|Equipment |
+ | !style="width:10%"|Range |
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− | !width="375"|Effect |
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− | ! |
+ | !style="width:5%"|AP |
+ | !style="width:5%"|MP |
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− | !width="75"|AP To Master |
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− | !width="30"|MP Use |
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|- |
|- |
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− | !class="b"| |
+ | !class="b" rowspan=2|{{LA|Protect (ability)|Protect}} |
|[[Iron equipment|Iron Hammer]] |
|[[Iron equipment|Iron Hammer]] |
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|4 |
|4 |
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|150 |
|150 |
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|8 |
|8 |
||
|- |
|- |
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+ | |colspan=4 style="text-align:left"|''Create an invisible shield around units in a small area. Raises DEFENSE.'' |
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+ | |- |
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|[[War Hammer]] |
|[[War Hammer]] |
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|4 |
|4 |
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|150 |
|150 |
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|8 |
|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.'' |
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+ | |- |
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|Sage Crosier |
|Sage Crosier |
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− | |style="text-align:left"|Improves unit's Accuracy. |
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|4 |
|4 |
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|200 |
|200 |
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|8 |
|8 |
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|- |
|- |
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+ | |colspan=4 style="text-align:left"|''Soothe the target's nerves. Raises ACCURACY.'' |
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+ | |- |
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|Mandragora |
|Mandragora |
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− | |style="text-align:left"|Allows unit to have increased movement. |
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|4 |
|4 |
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|400 |
|400 |
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|18 |
|18 |
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|- |
|- |
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+ | |colspan=4 style="text-align:left"|''Stimulate the muscles in the user's legs. Raises MOVE and JUMP.'' |
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+ | |- |
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|Druid Mace |
|Druid Mace |
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− | |style="text-align:left"|Inflicts [[Blind (status)|Blind]] on one target. |
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|4 |
|4 |
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|150 |
|150 |
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|8 |
|8 |
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|- |
|- |
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⚫ | |||
⚫ | |||
+ | |- |
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|[[Sledgehammer (weapon)|Sledgehammer]] |
|[[Sledgehammer (weapon)|Sledgehammer]] |
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− | |style="text-align:left"|Inflicts [[Oil (status)|Oil]] on one target. |
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|4 |
|4 |
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|250 |
|250 |
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|8 |
|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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|Energy Mace |
|Energy Mace |
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− | |style="text-align:left"|Inflicts [[Silence (status)|Silence]] in an area. |
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|3 |
|3 |
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|200 |
|200 |
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|8 |
|8 |
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|- |
|- |
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⚫ | |||
+ | |- |
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⚫ | |||
|[[Battle Mace]] |
|[[Battle Mace]] |
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⚫ | |||
|4 |
|4 |
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|200 |
|200 |
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|12 |
|12 |
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+ | |- |
||
⚫ | |||
|} |
|} |
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===''[[Final Fantasy Brave Exvius]]''=== |
===''[[Final Fantasy Brave Exvius]]''=== |
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+ | |||
− | {{sideicon|FFBE}} |
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{{main|Green Magic (Brave Exvius)}} |
{{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 |
+ | 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. |
==Etymology== |
==Etymology== |
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{{Etym|Magick}} |
{{Etym|Magick}} |
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− | {{ |
+ | {{navbox magic}} |
+ | {{navbox green magick}} |
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− | {{Magic}} |
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− | {{Green Magick}} |
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[[de:Grünmagie]] |
[[de:Grünmagie]] |
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[[Category:Green Magick]] |
[[Category:Green Magick]] |
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− | [[Category:Magic |
+ | [[Category:Magic]] |
Revision as of 01:52, 3 February 2019
Template:Sideicon
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
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
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.
Magick is an Early Modern English spelling for