Touch deals 1d6 points of shadow damage per two levels and caster gains that much in temporary hit points. Creatures attacking the subject of this spell take 3d6 points of water damage. Green Mage spell list is not an official spell list. Creatures attacking the subject of this spell take 3d6 points of earth damage. Creatures attacking the subject of this spell take 3d6 points of lightning damage. Creatures attacking the subject of this spell take 1d4 points of shadow damage and subject is healed for that much. Creates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst. –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. As status, except that you also know the name and caster level of any spell cast upon your allies. Allies gain a +4 resistance bonus to saving throws versus status effects. A single humanoid creature with 4 HD or less loses its next action. Causes an object to radiate darkness out to 20 feet. Target takes 1d6 points of ice damage per level. Target takes 1d6 wind damage per level (maximum 15d6) and is inflicted with Squalled status. Allies gain a +4 resistance bonus to saving throws versus elemental effects. As enfeeblement, except all within 30 feet. Subject is warded, gaining a +1 deflection AC and +1 bonus to saves and the caster can transfer some of the subject’s wounds to him. Target gains a +5 insight bonus on its next Craft skill check. Prior to October of 2019, Project 1999 had two servers: a PvP Server (Red) and a non-PvP server (Blue).As impressive as those two servers are are, the volunteers behind Project 1999 have even larger ambition. Touch deals 1d6 points of shadow damage + 1 point of Strength damage. They are not lost first as temporary hit points are. Subjects transforms into a cloud-like vapor, able to move through the air. Dazzles one creature (-1 on attack rolls). Target creature is permanently lagged in time. Generally speaking they are vastly more versatile than Divine spells because at every spell level there are buffs, debuffs, damage and utility spells. Compels opponents to attack you instead of your allies. Converts weapon into holy damage on next attack. Green Mage is a FFTA2 job for Viera that specialize in buffs and debuffs, with no actual damaging spells. Cause a stabilized creature to resume dying. Touch deals 1d6 / two levels shadow damage; caster gains damage as hit points. Protect and Shell are Green Magick abilities, and the Green Mage assumes supportive duties ordinarily attributed to White Mages. All of these abilities were available to mage players in patch 3.0.2, though the versions used by players may have changed or become unavailable in the years since. You surround yourself with a palpable aura of draconic fear and dread. Enables you to speak to elementals and some creatures. Creatures attacking the subject of this spell take 1d6 points of fire damage. For player versions, see [Blink], [Blizzard], [Cone of Cold], [Frost Nova], [Frostbolt], [Ice Block], [Ice Lance], and [Polymorph]. As detect magic, but it detects cursed items and creatures rather than magic. As endure elements, but may divide the duration among creatures touched. As mithra’s grace, but all allies within 30 feet. Creates an evasive gas in a selective area. Subject is shrouded by a shimmering mantle of light that glows like a torch. Your arrow can transform into a vine on impact. Subject gains a +4 resistance bonus to saving throws versus elemental effects. As enspell, but affects multiple creatures instead. Subject rides a low-cresting wave of water to travel along the surface of water or ground. Magic is rarely used as a method of killing green dragons due to the slightly higher cost compared to melee, but it hits more often than melee and can still be done with a profit. This site makes extensive use of … Target takes 1d6 points of shadow damage per level and becomes exhausted. Touched creature receives only half the healing, granting the other half to the caster. Subject takes –3 penalty on attacks, checks, and saves. Grants +2 (or higher) enhancement to natural armor. Touch deals 1d3 Con damage 1/round for 6 rounds. As silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other. Creatures within the 30-ft.-cone burst become fatigued. Opponents can’t attack you, and you can’t attack. Creatures attacking the subject of this spell take 3d6 points of holy damage. Aura that makes injured creatures spray burning blood. Second among the two elemental disciplines of magic, Green Magic focuses primarily on magical manipulations as opposed to the conjurations that black magi employ in battle, … Coordinated within the selective area +4 bonus on saves against all death spells and effects 20 feet 1d4. 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