All enhancing and enfeebling spells, other than Blue Mage and Summoner, are considered “Green Mage” spells. The following spell list should be all of them, but some enhancing or enfeebling spells may be missing from this list but that should be considered an oversight and the Green Mage may still cast them.
Table: 0-Level Green Mage Spells
Spell Name | Description |
---|---|
Alter Taste | Changes the taste of one meal to a taste that is pleasant for the creature consuming it. |
Bleed | Cause a stabilized creature to resume dying. |
Burst of Light | Dazzles one creature (-1 on attack rolls). |
Chameleon Scales | You temporarily alter the color of your skin, hide, or scales to another option legal for your race. |
Clandestine Conversation | Allows two subjects to speak without being overheard. |
Daze | A single humanoid creature with 4 HD or less loses its next action. |
Detect Magic | Detects all spells and magic items within 60 ft. |
Enhanced Diplomacy | +2 on one Diplomacy or Intimidate check. |
Grab | Able to grab an unattended object up to 5 pounds from 15 feet away. |
Guidance | +1 on one attack roll, saving throw, or skill check. |
Haunted Fey Aspect | You surround yourself with disturbing illusions. |
Know Direction | You discern north. |
Magical Cleaning | Clean a single object of all dirt. |
Magical Hygiene | Clean a creature's body of filth, making them fit for a social gathering. |
Message | Whisper conversation at distance. |
Phantasmal Tripwire | Illusion causes subject to fall prone and suffer 1d3 nonlethal damage. |
Read Magic | Read magical scrolls. |
Resistance | Subject gains +1 on saving throws. |
Touch of Fatigue | Touch attack fatigues target. |
Touch of Lethargy | Target is staggered for one round. |
Touch of Torment | Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks. |
Virtue | Subject gains 1 temporary hp. |
Table: 1st-Level Green Mage Spells
Spell Name | Description |
---|---|
Anticipate Peril | Target gains a bonus on one initiative check. |
Aspect of the Falcon | Gives bonuses on Perception checks and ranged attacks. |
Aspect of the Nightingale | You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. |
Blend | Gain a bonus to Stealth and make checks without cover or concealment. |
Bless Weapon | Weapon strikes true against evil foes. |
Blind | Target is inflicted with Blind status. |
Blood Blaze | Aura that makes injured creatures spray burning blood. |
Bone Armor | Caster is surrounded by a tangle of bones, providing a +4 armor bonus to AC. |
Bristle | Trade natural armor bonus for a bonus on attacks with natural weapons. |
Call Animal | Calls the nearest wild animal of the designated type with CR equal to or less than your caster level. |
Calm Animals | Calms 2d4 + level HD of animals. |
Charm | Target is inflicted with Charm status. |
Charm Animal | Makes one animal your friend. |
Cheetah's Sprint | A wild surge of energy courses through your body and propels you into a sprint. |
Choco Feather | Quick reaction to slow a creature’s fall. |
Chocobo Haul | Subject’s carrying capacity triples. |
Cloak of Shade | Reduces effects of sun exposure and heat. |
Commune with Birds | You can ask birds a question. |
Comprehend Languages | You understand all spoken and written languages. |
Compel Hostility | Compels opponents to attack you instead of your allies. |
Crafter's Knowledge | Target gains a +5 insight bonus on its next Craft skill check. |
Deadeye's Lore | Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking. |
Deflect | Gain a +4 deflection bonus to AC plus an additional +1 per 3 levels against one attack. |
Delayed Opponent | Target acts a little slower than normal. |
Deprotect | Target is inflicted with a -2 penalty to AC. |
Deshell | Target is inflicted with a -2 penalty to saving throws. |
Detect Animals or Plants | Detects kinds of animals or plants. |
Detect Secret Doors | Reveals hidden doors within 60 ft. |
Detect Snares and Pits | Reveals natural or primitive traps. |
Detect Undead | Reveals undead within 60 ft. |
Dia | Target suffers a -2 penalty to Attack rolls and Skill checks. |
Disappear | As vanish for 1 round/level (5 max). |
Dragon Jump | Subject gains a +10 enhancement bonus on all Acrobatics checks to jump. |
Dread | Target becomes shaken. |
Embrace Destiny | Roll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled. |
Endark | Infuses weapon with shadow damage of +1 per level (max of +5) on next attack. |
Endure Elements | Subject is protected from hot and cold environments. |
Enlarge | Caster doubles in size. |
Enlight | Infuses weapon with holy damage of +1 per level (max of +5) on next attack. |
Enspell | Infuses weapon with elemental damage of +1 per level (max of +5) on next attack. |
Entangle | Plants entangle everyone in 40-ft. radius. |
Envelope | Subject gains a +2 dodge bonus to AC. |
Faerie Fire | Outlines subjects with light, canceling blur, concealment, and the like. |
Fear | Target becomes frightened. |
Feather Step | Ignore movement penalty in difficult terrain. |
Flare Burst | As Burst of Light, but all creatures within 10 ft. |
Fire Maw | Your animal companion’s bite attack deals an additional 1d4 points of fire damage, and the fire deals another 1d4 points of fire damage to the target on the next round. |
Frostbite | Target takes ice damage and is fatigued. |
Gentle Breeze | Light wind protects one target from clouds, gases, heat, and vapors. |
Goodberry | 2d4 berries each cure 1 hp (max 8 hp/24 hours). |
Hidden Spring | Discover a temporary spring of fresh, flowing water. |
Hide from Animals | Animals can’t perceive one subject/level. |
Hypnotism | Fascinates 2d4 HD of creatures. |
Identify | Gives +10 bonus to identify magic items. |
Keen Senses | Gain +2 Perception and low-light vision. |
Keep Watch | Enable the subjects to stand watch or keep vigil throughout the night without any ill effects. |
Knight's Calling | Forces target to move toward you and fight you. |
Know the Enemy | Gain +10 on a monster Knowledge check. |
Longshot | Caster gains a +10-ft.-bonus to the range increment of any weapon. |
Longstrider | Your speed increases by 10 ft. |
Mage Armor | Gives subject +4 armor bonus. |
Magic Fang | One natural weapon of subject creature gets +1 on attack and damage rolls. |
Magic Weapon | Weapon gains +1 bonus. |
Moment of Greatness | Doubles a morale bonus. |
Monkey Fish | Gain a climb speed and a swim speed of 10 ft. for a time. |
Nature's Paths | The target instinctively knows the shortest, easiest, and fastest way through the wilderness. |
Negate Aroma | Subject cannot be tracked by scent. |
Ohdark | Converts weapon into shadow damage on next attack. |
Ohlight | Converts weapon into holy damage on next attack. |
Ohspell | Converts weapon into elemental damage on next attack. |
Protect | Subject gains a +2 deflect bonus to AC. |
Quick Step | Caster may make two 5-foot steps each round until he attacks or moves more than 5 feet. |
Ray of Enfeeblement | Ranged touch that inflicts a 1d6 Strength penalty + 1 per two levels. |
Ray of Sickening | Ranged touch that inflicts Sickened status. |
Regen | Subject gains Fast Healing 2. |
Sanctuary | Opponents can’t attack you, and you can’t attack. |
Shell | Subject gains a +2 resistance bonus to saving throws versus spells. |
Shillelagh | Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level. |
Shield | Invisible disc gives +4 to AC, negates an amount of ruin damage. |
Sleep | Target is inflicted with Sleep status. |
Speak with Animals | You can communicate with animals. |
Starsight | Gives bonus on Knowledge (geography) and Survival checks. |
Stone Fist | Caster transforms his hands into living stone and able to deal lethal unarmed strikes. |
Stretch | Melee weapon gains 5 ft. of reach for one attack. |
Sun Metal | Weapon touched bursts into flames. |
Swim | Subject gains a swim speed of 30 feet. |
Tactical Acumen | You gain an additional +1 on attack rolls or to AC due to battlefield positioning. |
Tracking Mark | You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. |
True Strike | +20 on your next attack roll. |
Undead Touch | Touch deals 1d6 points of shadow damage + 1 point of Strength damage. |
Underbrush Decoy | Create a rustling distraction to hide. |
Unnatural Lust | Target is compelled to kiss or caress another creature. |
Virulence | Target suffers a -2 penalty to saving throws versus poison and disease spells and effects. |
Wave Shield | Water blunts one incoming attack or fire effect. |
Whispering Lore | Gain a bonus to Knowledge checks about your environment from the land itself. |
Wind Armor | Subject is surrounded by a field of wind, providing a +2 deflection bonus to AC. |
Wind Runner | Caster increases his base land speed by 30 feet. |
Wind Shield | Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks. |
Table: 2nd-Level Green Mage Spells
Spell Name | Description |
---|---|
Aid | Subject gains a bonus to attack rolls and saves versus fear plus temporary hit points. |
Alpha Instinct | Gain bonuses when you’re interacting with animals. |
Animal Aspect | You gain some of the beneficial qualities of an animal. |
Animal Messenger | Sends a Tiny animal to a specific place. |
Animal Purpose Training | Animal gains a new general purpose. |
Animal Trance | Fascinates 2d6 HD of animals. |
Aspect of the Bear | +2 AC and combat maneuver rolls. |
Augury | Learns whether an action will be good or bad. |
Barkskin | Grants +2 (or higher) enhancement to natural armor. |
Bar-element | Subject gains a +4 resistance bonus to saving throws versus elemental effects. |
Bar-status | Subject gains a +4 resistance bonus to saving throws versus status effects. |
Beastspeak | Speak normally while in animal form. |
Bestow Grace | Subject gains bonus on saving throws equal to Cha modifier. |
Binding Earth | Target creature treats areas of earth and stone as difficult terrain. |
Bone Shield | Caster animates a bone to protect him from physical attacks, gaining damage reduction 5/-. |
Burst of Radiance | Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures. |
Carry Companion | You transform a helpful animal or magical beast into a miniature stone figurine. |
Certain Grip | You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. |
Chocobo Haul, Communal | As chocobo haul, but may divide the duration among creatures touched. |
Companion Life Link | Sense whenever your companion is wounded and call out to it in a time of need. |
Consecrate | Fills area with positive energy, weakening undead. |
Control Vermin | You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. |
Curse of Ill Fortune | Subject takes –3 penalty on attacks, checks, and saves. |
Darkness | Causes an object to radiate darkness out to 20 feet. |
Darkvision | Subject gains darkvision up to 60 feet. |
Defensive Shock | Creatures attacking the caster take 1d6 points of lightning damage per two levels. |
Deflect II | Gain shield bonus to AC for one attack. |
Desecrate | Fills area with negative energy, making undead stronger. |
Detect Curse | As detect magic, but it detects cursed items and creatures rather than magic. |
Detect Disease | Detect the presence of disease and further details about the disease. |
Detect Magic, Greater | As detect magic, but learn more information. |
Dia II | Target suffers a -4 penalty to Attack rolls and Skill checks. |
Dwarf’s Endurance, Lesser | Subject gains a +4 enhancement bonus to Constitution. |
Eagle Eye | Creates a magical sensor high above you. |
Effortless Armor | Armor you wear no longer slows your speed. |
Elemental Resistance | Subject gains elemental resistance of a chosen type. |
Elemental Speech | Enables you to speak to elementals and some creatures. |
Elemental Touch | Caster infuses his hands with elemental energy of a chosen type. |
Elvaan’s Splendor, Lesser | Subject gains a +4 enhancement bonus to Charisma. |
Endure Elements, Communal | As endure elements, but may divide the duration among creatures touched. |
False Life | Caster gains 1d10 temporary hit points + 1 per level. |
Float | Subject floats a couple of feet off the ground. |
Forest Friend | Plants in a forested area become helpful instead of hindering you and your allies. |
Frigid Touch | Target takes ice damage and is staggered. |
Frost Fall | Creates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst. |
Future's Boon | On any d20 roll, roll two dice and takes the better result. |
Galka’s Strength, Lesser | Subject gains a +4 enhancement bonus to Strength. |
Geo-Regen | Creates a soft green glow radius in a selective area. All allies receive a Fast Healing 2 bonus as long as they're within the radius of the spell. |
Ghoul Touch | Paralyzes one subject, which exudes stench that makes those nearby sickened. |
Gird Ally | You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 de-flection bonus at 18th level). |
Glide | Caster can fall slowly like choco feather and able to glide. |
Grace | Caster’s movements do not provoke attacks of opportunity. |
Greensight | Grant a target the ability to see through plant matter as if it were transparent. |
Guiding Star | Know approximate distance from where you cast this spell. |
Hidden Presence | Prevent creatures from noticing your presence. |
Hold Animal | Paralyzes one animal for 1 round/level. |
Holy Shield | Lend your shield's protection to another. |
Lay of the Land | In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area. |
Imperil | Target takes 3 points of damage from 1d6 random elements and is inflicted with Imperil status. |
Intercept Attack | You suffer all damage meant for an adjacent ally. |
Levitate | Subject is able to move up or down up to 20 feet each round. |
Litany of Defense | Doubles armor’s enhancement bonus. |
Lockjaw | Creature gains grab ability with natural attack. |
Might | Caster gains +4 strength, discharge to gain +10 strength for 1 round. |
Mithra’s Grace, Lesser | Subject gains a +4 enhancement bonus to Dexterity. |
Moogle’s Wisdom, Lesser | Subject gains a +4 enhancement bonus to Wisdom. |
Natural Rhythm | +1 on damage rolls with each hit (max +5). |
Phalanx | Grants caster a damage reduction of 5/magic. |
Plant Voice | You grant one plant creature the ability to speak, hear, and understand any of the languages you know. |
Poison | Target is inflicted with Poison status effect that deals 1d6 points of non-elemental damage + casting modifier per round. |
Pouncing Fury | Make a full attack with your claws after a charge. |
Rage | Gives +2 to Str and Con, +1 on Will saves, –2 to AC. |
Righteous Vigor | Boosts attack bonus with each hit. |
Riversight | You can view events transpiring along a natural watercourse you touch. |
Savage Maw | Gain a bite attack. |
Scale Spikes | When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. |
Scamper | Grant your animal companion astonishing agility. |
Scent Trail | Leave trail for allies to follow. |
Sea Steed | Your mount adapts to an aquatic environment. |
See Invisibility | Caster is granted the ability to see invisible beings and objects. |
Seducer's Eyes | You become more attractive to those around you. |
Sickening Entanglement | As entangle, but plants have sickening sap. |
Silence | Target is inflicted with Silence status. |
Slipstream | Subject rides a low-cresting wave of water to travel along the surface of water or ground. |
Spectral Hand | Creates a ghostly hand to deliver low-level touch spells. |
Spore Burst | You cause a willing plant creature’s body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. |
Status | Caster can monitor the touched subjects of their relative positions and general condition. |
Sure Strike | Gain +1 bonus/3 levels on next attack. |
Tarutaru’s Cunning, Lesser | Subject gains a +4 enhancement bonus to Intelligence. |
Temper | Affected weapon deals an additional +2 damage. |
Tree Shape | You look exactly like a tree for 1 hour/level. |
Vestment of the Champion | Armor or shield gains a +1 enhancement per four levels. |
Vine Strike | Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. |
Wall Climb | Subject gains a climb speed of 20 feet. |
Warp Wood | Bends wood. |
Wartrain Mount | Animal gains the combat training general purpose. |
Weapon of Awe | Weapon gets +2 on damage rolls. |
Whispering Wind | Caster is able to send a message or sound on the wind to a designated spot. |
Wilderness Soldiers | Nearby plants aid you in combat. |
Wild Instinct | This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. |
Wind Barrier | Subject gains damage reduction 10/- against projectiles. |
With the Wind | Protect a target from being blown away by wind of less than windstorm force. |
Wood Shape | Reshapes wooden objects to suit you. |
Wound | Target takes 2d6 points of non-elemental damage and start bleeding. |
Table: 3rd-Level Green Mage Spells
Spell Name | Description |
---|---|
Alter Fortune | Cause one creature to reroll any die roll. |
Anchored Step | Vines beneath your feet stabilize you but slow you down. |
Animal Aspect, Greater | As animal aspect, but you gain two animal qualities. |
Anthropomorphic Animal | Animal becomes bipedal. |
Ape Walk | Target gains climb 30 and +8 racial bonus on Climb skill checks. |
Ash Storm | Blocks sight and makes ground become difficult terrain. |
Barrier | Subject gains damage reduction 5/-. |
Battle Trance | Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects. |
Beast Shape I | You take the form and some of the powers of a Small or Medium animal. |
Bio | Target is inflicted with Sap status effect that deals 2d4 points of non-elemental damage + casting modifier per round. |
Bleed for Your Master | Compel a companion to take damage for you. |
Blindga | As blind, but all within 30 feet. |
Blood Scent | Gain scent ability against injured creatures. |
Burdened Thoughts | Target creature gains heavy encumbrance and is cannot fly. |
Burrow | Target gains a burrow speed of 15. |
Choco Feather, Mass | As choco feather, but multiple creatures. |
Cloak of Winds | Surrounds a creature with a shroud of wind to deflect ranged attacks. |
Companion Mind Link | You can talk with your animal companion, and can handle it with supernatural ease. |
Darkvision, Communal | As darkvision, but may divide the duration among creatures touched. |
Deadly Juggernaut | Your might increases with every kill you make. |
Deeper Darkness | Object sheds supernatural shadow in 60-ft. radius. |
Deprotect II | Target is inflicted with a -4 penalty to AC. |
Deprotectra | Targets are inflicted with a -2 penalty to AC. |
Deshell II | Target is inflicted with a -4 penalty to saving throws. |
Deshellra | Targets are inflicted with a -2 penalty to saving throws. |
Dia III | Target suffers a -6 penalty to Attack rolls and Skill checks. |
Diminish Plants | Reduces size or blights the growth of normal plants. |
Dispel | Cancels one magical spell or effect. |
Dominate Animal | One animal obeys your silent mental commands and orders. |
Draconic Malice | You surround yourself with a palpable aura of draconic fear and dread. |
Dragon Jump II | Subject gains a +20 enhancement bonus on all Acrobatics checks to jump. |
Elemental Aura | Creates an aura of a chosen element around the caster. |
Elemental Resistance, Communal | As elemental resistance, but may divide the duration among creatures touched. |
Endark II | Infuses weapon with shadow damage of +2 per level (max of +10) on next attack. |
Energy Aegis | Caster gains elemental resistance 20 against one elemental type for one attack. |
Enfeeblement, Mass | As enfeeblement, except all within 30 feet. |
Enlight II | Infuses weapon with holy damage of +2 per level (max of +10) on next attack. |
Enspell II | Imbues weapon with elemental damage of +2 per level (max of +10) on next attack. |
Envelopga | Targets gain a +2 dodge bonus to AC. |
Fangs of the Vampire King | Grow vampire fangs. |
Feather Step, Mass | As feather step, but multiple creatures. |
Fey Form I | Creates an aura of a chosen element around the caster. |
Fly | Subject gains a flying speed of 20 feet. |
Geo-Barrier | The affected allies within the selective area are protected by a shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor. |
Geo-Fend | The affected allies within the selective area are protected by an earthly shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells. |
Geo-Frailty | The affected foes within the selective area have their physical resistance reduced. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection penalty to Armor Class. |
Geo-Malaise | The affected foes within the selective area have their magical resistance reduced. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance penalty to Saving Throws versus spells. |
Geo-Precision | Creates an accurate aroma in a selective area. All allies receive a + 2 attack bonus as long as they're within the radius of the spell. |
Geo-Slip | Creates a non-accurate aroma in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack penalty. |
Geo-Torpor | Creates a non-evasive gas in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge penalty. |
Geo-Voidance | Creates an evasive gas in a selective area. All allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell. |
Halt Undead | Up to three undead becomes immobilized. |
Harrowing | You use a Harrow deck to tell a fortune for yourself or someone else. |
Haste | Subject becomes hasted. |
Healing Thief | Touched creature receives only half the healing, granting the other half to the caster. |
Heroism | Subject gains +2 bonus on attack rolls, saves, skill checks. |
Hop | Teleports caster short distance. |
Immobilize | Target is inflicted with Immobilize status. |
Infect | Target is inflicted with Disease status. |
Insect Spies | Use magic beetles as spies. |
Keen | Doubles normal weapon’s threat range. |
Lily Pad Stride | Walk across water on moving lily pads. |
Litany of Sight | You can see invisible creatures and objects within 30 feet of you. |
Locate Object | Senses direction toward object (specific or type). |
Locate Weakness | You roll damage twice when you roll damage for a critical hit and take the best damage. |
Longstrider, Greater | As longstrider, plus the speeds of other movement modes increase. |
Magic Fang, Greater | One natural weapon gets + 1/four levels (max +5). |
Magic Vestment | Armor or shield gains +1 enhancement bonus per four levels. |
Magic Weapon, Greater | Weapon gains +1 bonus/four levels (max +5). |
Nature's Exile | Gives target -10 on Survival checks. |
NulStatus I | Subject gains a protection that negates a status effect. |
Pain | Target is inflicted with Blind, Poison and Silence status effects. |
Plant Growth | Grows vegetation, improves crops. |
Protect II | Subject gains a +4 deflect bonus to AC. |
Protectra | Allies gain a +2 deflect bonus to AC. |
Quicken, Lesser | You grant a target creature an immediate move action. |
Raven's Flight | You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. |
Ray of Exhaustion | Ranged touch that inflicts exhaustion. |
Regen II | Subject gains Fast Healing 4. |
Renew | Allies gain Fast Healing 2. |
Rescue | You pull an ally adjacent to you. |
Scale Spikes, Greater | As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and dam-age rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass dam-age reduction aside from magic. |
Scrying | Spies on subject from a distance. |
Severed Fate | A target becomes shaken and can not use hero points for 10 minutes per level. |
Shell II | Subject gains a +4 resistance bonus to saving throws versus spells. |
Shellra | Allies gain a +2 resistance bonus to saving throws versus spells. |
Shifting Sand | Creates difficult terrain and erases tracks; can carry creatures or objects along. |
Signs of the Land | Learn up to three details about the surrounding territory. |
Sleepga | As sleep, but all within 30 feet. |
Sleet Storm | Creates a storm of driving sleet to block all sight and makes walking in the area difficult. |
Slow | Target is inflicted with Slow status. |
Snare | Creates a magic booby trap. |
Stench of Prey | Predatory animals must successfully save or attack the target. |
Suggestion | Compels a subject to follow stated course of action. |
Tail Current | Create a current in water to enhance or impede swimming. |
Tailwind | Create a current of wind to enhance or impede flight. |
Thorny Entanglement | As entangle, plus plants make ranged attacks. |
Unravel Destiny | A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them. |
Vampiric Touch | Touch deals 1d6 points of shadow damage per two levels and caster gains that much in temporary hit points. |
Vermin Shape I | Take the form and some of the powers of a Small or Medium vermin. |
Void Aura | Caster is surrounded by an aura of nothingness that causes fatigue and disallows creatures from speaking while adjacent to him. |
Wall Climb, Communal | As wall climb, but may divide the duration among creatures touched. |
Ward of the Season | Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). |
Water Breathing | Subjects gain the ability to breathe underwater. |
Water Walk | Subjects gain the ability to walk upon water. |
Wind Barrier, Communal | As wind barrier, but may divide the duration among creatures touched. |
Wrathful Mantle | Subject shines and gets +1/four levels on all saves. |
Zeal | You move through foes to attack the enemy you want. |
Table: 4th-Level Green Mage Spells
Spell Name | Description |
---|---|
Aerial Tracks | Track flying creatures through the air. |
Air Walk | Subject treads on air as if solid (climb or descend at 45-degree angle). |
Animal Ambassador | Grant an animal messenger sentience to deliver your message. |
Antiplant Shell | Keeps animated plants at bay. |
Arboreal Hammer | Tree branches attack opponents. |
Aspect of the Stag | +2 AC against attacks of opportunity and increases speed. |
Atavism | Animal gains advanced creature simple template. |
Aura of the Unremarkable | Make actions seem mundane to nearby creatures. |
Bar-elementra | Allies gain a +4 resistance bonus to saving throws versus elemental effects. |
Bar-statusra | Allies gain a +4 resistance bonus to saving throws versus status effects. |
Beast Shape II | You take the form and some of the powers of a Tiny or Large animal. |
Bestow Curse | –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. |
Blaze Spikes | Creatures attacking the subject of this spell take 1d6 points of fire damage. |
Bloody Claws | Causes bleed damage with natural attacks. |
Boneshatter | Target takes 1d6 points of shadow damage per level and becomes exhausted. |
Burst of Glory | Targets in the area gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum +20). |
Cloud Shape | Subject becomes insubstantial and can fly slowly. |
Command Plants | Sways the actions of plant creatures. |
Corrode | Items disintegrate under the stress of centuries. |
Crushing Despair | Subjects take –2 on attack rolls, damage rolls, saves, and checks. |
Dancing Weapon | Weapon touched animates and fights for the caster. |
Dark Blight | Inflicts shadow damage and Sickened status on good and neutral creatures. |
Darkvision, Greater | As darkvision, but the range extends out to 120 feet. |
Dazera | As daze, but all within 30 feet. |
Death Ward | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. |
Debilitating Portent | Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. |
Diara | As dia, except it affects one creature per two levels (maximum of 5) within 30 feet of each other. |
Disable | Target is inflicted with Disable status. |
Discern Lies | Reveals deliberate falsehoods. |
Divination | Provides useful advice for specific proposed actions. |
Dread Spikes | Creatures attacking the subject of this spell take 1d4 points of shadow damage and subject is healed for that much. |
Dwarf’s Endurance | Subject gains a +6 enhancement bonus to Constitution. |
Echolocation | Sonic sense gives you blindsight 40 ft. |
Elvaan’s Splendor | Subject gains a +6 enhancement bonus to Charisma. |
Enervation | Ranged touch that makes the target gain 1d4 temporary negative levels. |
Enlarge, Mass | As enlarge, but affects multiple humanoids instead. |
Enspellra | As enspell, but affects multiple creatures instead. |
Explosion of Rot | Call forth a burst of decay that damages and can stagger targets. |
False Life, Greater | As false life, but the caster gains 2d10 temporary hit points +2 points per level. |
Fear, Greater | As fear, but all within 30-ft.-cone burst. |
Freedom of Movement | Subject moves normally despite impediments to movement. |
Floatga | As float, but multiple creatures. |
Forceful Strike | Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit. |
Forest's Sense | Sense the location of a distant target that is near a plant or fungus. |
Frog | Target is inflicted with Frog status. |
Gale Spikes | Creatures attacking the subject of this spell take 1d6 points of wind damage. |
Gale Winds | Caster gains +4 deflection bonus to AC; 1d8 wind damage and push back creatures that hit the caster in melee. |
Galka’s Strength | Subject gains a +6 enhancement bonus to Strength. |
Gaseous Form | Subject becomes insubstantial and can fly slowly. |
Geas, Lesser | Commands subject of 7 HD or less. |
Geo-Poison | Creates a poisonous gas in a selective area or target. All enemies receive the Poison status effect as long as they're within the radius of the spell. The targets must make a Fortitude save per round as long as they are within reach of the spell or take 1d6 points of non-elemental damage + your casting modifier per round. |
Giant Vermin | Turns centipedes, scorpions, or spiders into giant vermin. |
Globe of Tranquil Water | Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and re-mains centered on you when you move. |
Guard | Caster gains a +4 deflection bonus to AC, +4 resistance bonus on saves; discharge to gain +10 for 1 round. |
Hold | Target is paralyzed, unable to take actions or speak. |
Holy Mantle | Subject is shrouded by a shimmering mantle of light that glows like a torch. |
Holy Smite | Inflicts holy damage and Blind status on evil and neutral creatures. |
Ice Spikes | Creatures attacking the subject of this spell take 1d6 points of ice damage. |
Ice Storm | Creates hailstones that pound down on creatures, dealing 3d6 bludgeoning and 2d6 ice damage. |
Imperilra | As imperil, but affects multiple creatures instead and damage increases to 7 from 1d6 random elements. |
King’s Castle | Instantly switch places with a single ally. |
Life Bubble | Protects from environmental effects. |
Litany of Vengeance | Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. |
Metallasis | Increases a target's metallic equipment's weight by 3x, increases to 4x at CL10, 5x at CL 14, and 6x at CL 19. |
Mini | Target is reduced to 10% size and all physical attacks deal 1 point of damage. |
Mithra’s Grace | Subject gains a +6 enhancement bonus to Dexterity. |
Moogle’s Wisdom | Subject gains a +6 enhancement bonus to Wisdom. |
Ohdarkra | As ohdark, but affects multiple creatures instead. |
Ohlightra | As ohlight, but affects multiple creatures instead. |
Ohspellra | As ohspell, but affects multiple creatures instead. |
Phalanx II | As phalanx, but grants a damage reduction 10/cold iron instead. |
Poisoned Touch | Touch deals 1d3 Con damage 1/round for 6 rounds. |
Poisonga | As poison, but all within 30 feet. |
Protection from Elements | Subject gains temporary immunity to a chosen element. |
Radiant Spikes | Creatures attacking the subject of this spell take 1d6 points of holy damage. |
Reality Rift | Subject is cast outside of time and space for 1 round/level. |
Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. |
Resounding Blow | Melee attack deals 1d6 more damage. |
Ride the Waves | Target can breathe water and swim. |
Rock Spikes | Creatures attacking the subject of this spell take 1d6 points of earth damage. |
Sea Stallion | You and your mount adapt to an aquatic environment. |
Shield Other | 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. |
Shieldra | As shield, except it affects up to 5 creatures that grants an invisible disc that gives +4 to AC, negates an amount of ruin, ruinra, and ruinga damage. |
Shock Spikes | Creatures attacking the subject of this spell take 1d6 points of lightning damage. |
Silencega | As silence, except all within 30 feet. |
Spike Stones | Creatures in area take 1d8 damage, may also be slowed. |
Starry Eye | Invisible floating eye moves 30 ft./round. |
Statue | Target is inflicted with Petrify status. |
Status, Greater | As status, but can also cast a limited selection of spells through the link. |
Stoneskin | Subject gains damage reduction 10/adamantine. |
Strong Jaw | Natural attacks deal damage as if dealt by creature two sizes larger. |
Tarutaru’s Cunning | Subject gains a +6 enhancement bonus to Intelligence. |
Thorn Body | Your attackers take 1d6 +1 damage/level. |
Tongues | Subject gains the ability to speak and understand the language of any intelligent creature. |
Torrent Spikes | Creatures attacking the subject of this spell take 1d6 points of water damage. |
Umbral Spikes | Creatures attacking the subject of this spell take 1d6 points of shadow damage. |
Vanish | Subject becomes invisible. |
Vermin Shape II | As vermin shape, but Tiny or Large. |
Volcanic Storm | Creates hot volcanic rocks that pound down on creatures, dealing 3d6 bludgeoning and 2d6 fire damage. |
Watchful Animal | You place a scrying sensor on your animal companion or familiar. |
Water Walk, Communal | As water walk, but may divide the duration among creatures touched. |
Woundra | Creatures take 5d6 points of non-elemental damage and start bleeding. |
Table: 5th-Level Green Mage Spells
Spell Name | Description |
---|---|
Air Walk, Communal | As air walk, but you may divide the duration among creatures touched. |
Animal Growth | One animal doubles in size. |
Anticipatory Strike | Turn your next turn right now, even interrupting other actions. |
Aspect of the Wolf | +4 Str and Dex, +2 bonus on trip attacks. |
Awaken | Animal or tree gains human intellect. |
Baleful Polymorph | Transforms subject into harmless animal. |
Beast Shape III | You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. |
Biora | As bio, but all within 30 feet. |
Blindja | As blindga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other. |
Bright | Target takes 1d6 points of holy damage per level. |
Burn | Target takes 1d6 points of fire damage per level. |
Cave Fangs | Create a trap from stalactites and stalagmites. |
Commune | Deity answers one yes-or-no question/level. |
Commune with Nature | Learn about terrain for 1 mile/level. |
Companion Transposition | Swap places with your animal companion via teleportation. |
Compelling Rant | People believe your ridiculous speech as long as you keep talking. |
Crush | Target takes 1d6 points of earth damage per level. |
Deprotect III | Target is inflicted with a -6 penalty to AC. |
Deprotectra II | Targets are inflicted with a -4 penalty to AC. |
Deshell III | Target is inflicted with a -6 penalty to saving throws. |
Deshellra II | Targets are inflicted with a -4 penalty to saving throws. |
Diaga | As dia II, except all within 30 feet. |
Drain | Touch deals 1d6 / two levels shadow damage; caster gains damage as hit points. |
Dragon Jump III | Subject gains a +30 enhancement bonus on all Acrobatics checks to jump. |
Drown | Target takes 1d6 points of water damage per level. |
Endark III | Infuses weapon with shadow damage of +3 per level (max of +15) on next attack. |
Enlight III | Infuses weapon with holy damage of +3 per level (max of +15) on next attack. |
Enspell III | Imbues weapon with elemental damage of +3 per level (max of +15) on next attack. |
Fey Form II | Assume the form of a Tiny or Large fey creature. |
Flight | Caster gains a flying speed of 40 feet. |
Freeze | Target takes 1d6 points of ice damage per level. |
Gloom | Target takes 1d6 points of shadow damage per level. |
Grand Destiny | The target gains a +4 competence bonus that it can choose to apply before rolling any attack roll, caster level check, saving throw, or skill check. |
Gravity | Target loses half of current hit points. |
Gravity Ball | Creates a black hole that slowly sucks in creatures within a 20 ft. radius, dealing non-elemental damage and inflicting immobilized/stunned. |
Hungry Earth | The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals. |
Icy Prison | Target becomes trapped in solid ice. |
Immobilize, Mass | As immobilize, but all within 30 feet. |
Infectga | As infect, but all within 30 feet. |
Jungle Mind | You merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator. |
Miasma of Entropy | Rot all natural materials in 30-ft. cone-shaped burst. |
NulStatus II | Subject gains a protection that negates a status effect. |
Oasis | This spell redirects the flow of water in the ground toward the surface at the designated point, creating a perma-nent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour. |
Painga | As pain, except it affects one creature per two levels (maximum of 5) within 30 feet of each other. |
Plant Shape I | Turns you into a Small or Medium plant. |
Poisonja | As poisonga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other and damage increases to 2d6 points of non-elemental damage + casting modifier per round. |
Protect III | Subject gains a +6 deflect bonus to AC. |
Protection from Elements, Communal | As protection from elements, but may divide the duration among creatures touched. |
Protectra II | Allies gain a +4 deflect bonus to AC. |
Regen III | Subject gains Fast Healing 6. |
Renew II | Allies gain Fast Healing 4. |
Replay Tracks | Reconstruct past events from a set of tracks. |
Shell III | Subject gains a +6 resistance bonus to saving throws versus spells. |
Shellra II | Allies gain a +4 resistance bonus to saving throws versus spells. |
Shock | Target takes 1d6 points of lightning damage per level. |
Sleepja | As sleepga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other. |
Slice | Target takes 1d6 points of wind damage per level. |
Snake Staff | Transforms wood into snakes to fight for you. |
Stoneskin, Communal | As stoneskin, but may divide the duration among creatures touched. |
Suffocation | Target begins suffocating. |
Tongues, Communal | As tongues, but may divide the duration among creatures touched. |
Tree Stride | Step from one tree to another far away. |
Vile Dog Transformation | Transform dogs into evil monstrous creatures. |
Waves of Fatigue | Creatures within the 30-ft.-cone burst become fatigued. |
Zombify | Target is inflicted with the Zombie status effect. |
Table: 6th-Level Green Mage Spells
Spell Name | Description |
---|---|
Abyss | Target takes 1d6 points of shadow damage per caster level (maximum 15d6) and is inflicted with the Dimmed status effect. |
Analyze Dweomer | Reveals magical aspects of subject. |
Bar-elementga | Allies gain a +6 resistance bonus to saving throws versus elemental effects. |
Bar-statusga | Allies gain a +6 resistance bonus to saving throws versus status effects. |
Beast Shape IV | You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. |
Berserk | Target is inflicted with Berserk status. |
Binding Earth, Mass | Target creatures treats areas of earth and stone as difficult terrain. |
Blaze Spikes II | Creatures attacking the subject of this spell take 3d6 points of fire damage. |
Blazing Winds | Inflicts 4d6 points of fire damage + 1 per level and knocks them prone. |
Binding Earth, Mass | Target creatures treats areas of earth and stone as difficult terrain. |
Burst | Target takes 1d6 lightning damage per level (maximum 15d6) and is inflicted with Static status. |
Chains of Light | Target is held immobile by glowing golden chains composed of pure light. |
Confusion | Target is inflicted with Confuse status. |
Disable, Mass | As disable, but all within 30 feet. |
Dispel, Greater | As dispel, but with multiple targets. |
Dread Spikes II | Creatures attacking the subject of this spell take 3d4 points of shadow damage and subject is healed for that much. |
Dwarf’s Endurance, Mass | As dwarf’s endurance, but all allies within 30 feet. |
Elvaan’s Splendor, Mass | As elvaan’s splendor, but all allies within 30 feet. |
Enlightened Step | You are able to make your steps lighter than air. |
Enspellga | As enspell II, but affects multiple creatures instead. |
Feeblemind | Target’s Intelligence, Wisdom, and Charisma scores each drop to 1. |
Fey Form III | Assume the form of a Diminutive or Huge fey creature. |
Find the Path | Shows most direct way to a location. |
Flare | Target takes 1d6 fire damage per level (maximum 15d6) and is inflicted with Burning status. |
Flood | Target takes 1d6 water damage per level (maximum 15d6) and is inflicted with Drenched status. |
Gale Spikes II | Creatures attacking the subject of this spell take 3d6 points of wind damage. |
Galka’s Strength, Mass | As galka’s strength, but all allies within 30 feet. |
Geas/Quest | As lesser geas, but affects any creature. |
Geo-Cha | The affected allies become more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase. |
Geo-Con | The affected allies gain greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are. |
Geo-Dex | The affected allies become more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. |
Geo-Haste | The affected allies within the selective area receive the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option. |
Geo-Int | The affected allies become smarter within the selective area. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks. |
Geo-Str | The affected allies become stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. |
Geo-Slow | Creates a slow gas in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round. |
Geo-Wis | The affected allies become wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. |
Glacier | Target takes 1d6 ice damage per level (maximum 15d6) and is inflicted with Frozen status. |
Green Caress | Slowly transform a creature into an inanimate plant. |
Hastega | As haste, except all allies within 30 feet. |
Heroism, Greater | Subject gains +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. |
Ice Spikes II | Creatures attacking the subject of this spell take 3d6 points of ice damage. |
Imperilga | As imperil, but affects multiple creatures instead and damage increases to 11 from 1d6 random elements. |
Insect Spies, Greater | Use magic beetles as spies and also share their senses. |
Ironwood | Magic wood is as strong as steel. |
Legend Lore | Lets you learn tales about a person, place, or thing. |
Liveoak | Oak becomes treant guardian. |
Magic Status | As status, except that you also know the name and caster level of any spell cast upon your allies. |
Mithra’s Grace, Mass | As mithra’s grace, but all allies within 30 feet. |
Moogle’s Wisdom, Mass | As moogle’s wisdom, but all allies within 30 feet. |
NulStatusra | Subjects gain a protection that negates a status effect. |
Phalanx III | As phalanx, but grants a damage reduction 15/adamantine instead. |
Plant Shape II | Turns you into a Large plant creature. |
Quake | Target takes 1d6 earth damage per level (maximum 15d6) and is inflicted with Weighted status. |
Quicken | You grant a target creature an immediate standard action. |
Radiance | Target takes 1d6 holy damage per level (maximum 15d6) and is inflicted with Dazzled status. |
Radiant Spikes II | Creatures attacking the subject of this spell take 3d6 points of holy damage. |
Rasp | Target lose 1d6 points of MP per two caster levels (maximum of 8d6). |
Repel Wood | Pushes away wooden objects. |
Rock Spikes II | Creatures attacking the subject of this spell take 3d6 points of earth damage. |
Share Skin | Possess an animal. |
Shock Spikes II | Creatures attacking the subject of this spell take 3d6 points of lightning damage. |
Silenceja | As silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other. |
Slowga | As slow, except all enemies within 30 feet. |
Suggestion, Mass | As suggestion, affects 1 subject/level. |
Syphon | Touch drains 1d6 / five levels of MP; caster gains the siphoned MP. |
Swarm Skin | Turns your body into a swarm that can attack. |
Tarutaru’s Cunning, Mass | As tarutaru’s cunning, but all allies within 30 feet. |
Temporal Disjunction | Target creature is permanently lagged in time. |
Tornado | Target takes 1d6 wind damage per level (maximum 15d6) and is inflicted with Squalled status. |
Torrent Spikes II | Creatures attacking the subject of this spell take 3d6 points of water damage. |
True Seeing | Lets you see all things as they really are. |
Umbral Spikes II | Creatures attacking the subject of this spell take 3d6 points of shadow damage. |
Unconscious Agenda | Plant subconscious directive in target creature. |
Unerring Tracker | Follow an entire trail unerringly. |
Vanish, Greater | As vanish, but subject can attack and stay invisible. |
Wind Walk | Subjects transforms into a cloud-like vapor, able to move through the air. |
Woundga | Creatures take 8d6 points of non-elemental damage and start bleeding. |