Green Magick (緑魔法, Midori Mahō?) 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 beneficial and negative status effect-inducing spells from the traditional White and Black Magic.
- Main article: Green Magicks (Final Fantasy XII)
The primary focuses of spells in the Green Magicks skillset is to give statuses to allies or foes.
In the International Zodiac Job System version, most Green Magicks spells have been re-categorized as either Black Magicks or White Magicks with several Arcane Magicks spells having taken their place.
|Skill||Source Equipment||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|
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 here as Green Magic.