Green Magicks is a skillset in Final Fantasy XII. Only certain jobs in the Zodiac versions can acquire Green Magicks licenses, and certain spells are obtained from treasures.
In the Zodiac versions, certain abilities were re-classified, and most Green Magicks were re-classified as White or Black Magicks. Green Magicks in return gained spells that were previously Arcane Magicks. Oil is the only spell that remained a Green Magick in both the original and Zodiac versions.
Mechanics[]
The success rate of negative status spells is unaffected by the target's magick evasion.
- Success Rate = Base Rate + (MAG of user - VIT of target)%[1]
If the target has Shell, the success rate is halved. Faith status, and Serenity/Spellbreaker licenses/accessories, as well as the Indigo Pendant, improve the success chance and stack multiplicatively. The accuracy underflow bug is a glitch in some versions of Final Fantasy XII where a low level character with extremely low Magick attempts to use a status move on a target with very high Vitality, and the accuracy of the spell becomes less than zero. In this case the accuracy will underflow to 100%, allowing certain status spells to always succeed.
List of Green Magicks[]
"MP cost" is defined as default MP cost. Channeling augments lower MP cost of any spell. Spells do not consume MP if they do not connect with their target.
In the Zodiac versions, many Green Magicks have been transferred into White Magicks, while some others being transferred to Black Magicks: the only remaining spell is Oil, the rest of the Green Magick space has been replaced with what was previously Arcane Magicks.
Green Magick spells are available to the White Mage, Red Battlemage, Time Battlemage and Black Mage jobs, while Machinists can only access Level 1 spells with the Esper Exodus.
Name | MP | Target | Element | Base Potency | Faith Modifier | Accuracy | MP Recovery | Required License | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial | Switch With or | Area | Base | Evasion Magick Evasion | Safety Nulled by Safety augment | Reflect Can be Reflected | |||||||
Oil Original stats |
8 | Enemy | Partial | Circle 8 | None | ― | Accuracy | 90% | No | No | Yes | No | Green Magick 1 |
Increase fire damage dealt to all foes in range. Effect: Inflicts Oil on all targets in range. | |||||||||||||
Reverse | 20 | Enemy | Partial | Single | None | ― | Accuracy | 70% | No | No | Yes | No | Green Magick 2 |
Cause healing and damage to have the opposite effect on one foe. Effect: Inflicts Reverse on a single target. 70% base hit rate. | |||||||||||||
Decoy | 10 | Ally | No | Single | None | ― | Accuracy | 60% | No | No | No | No | Green Magick 1 |
Cause one ally to be the target of all foes. Effect: Inflicts Lure on a party member. 60% base hit rate. | |||||||||||||
Drain | 18 | Enemy | Partial | Single | None | 62 | Potency | 100% | No | No | No | Warmage | Green Magick 2 |
Transfer HP from one foe to the caster. Effect: Drains HP from target, healing for the same amount. | |||||||||||||
Bubble | 32 | Ally | Partial | Single | None | ― | None | Always | No | Yes | Yes | No | Green Magick 3 |
Double max HP of one ally. Effect: Bestows Bubble on a single target. | |||||||||||||
Syphon | 2 | Enemy | Partial | Single | None | 8 | Accuracy | 60% | No | Yes | No | No | Green Magick 3 |
Transfer MP from one foe to the caster. Effect: Drains MP from target, healing for the same amount. |
Gallery[]
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