#FINAL FANTASY 12 RED MAGE TIME MAGE FREE#
These free spells must be of spell levels she can cast. Each time a character attains a new scholar level, she gains two enfeebling and two enhancing spells of her choice to add to her list of spells. The green mage also selects a number of additional 1st-level enfeebling spells equal to her Intelligence modifier and a number of additional 1st-level enhancing spells equal to her Wisdom modifier to add to her list of spells. A green mage begins play with 2 1st level enfeebling spells and 2 1st level enhancing spells of her choice except for Blue Mage or Summoner spells. Spells and CantripsĪ green mage casts enfeebling and enhancing spells which are drawn from the green mage spell list. These abilities replace the scholar’s standard Limit Breaks. This limit break requires only a swift action. These effects increase by +2 for every four scholar levels after 1st. For a duration of 1 round + 1 round per four scholar levels after 1st, the green mage and her allies that are within the area of effect gain Fast Healing 2, damage reduction 2/-, and a +2 deflection bonus to AC. Turtle Shell ( Su): This Limit Break bestows the green mage and her allies within 30 feet a magical glowing turtle shell. Duration for each status lasts for a duration of 1 round + 1 round per four scholar levels after 1st. Enemies within the area of effect are inflicted with Blind (Fortitude), Curse (Will), Disease (Fortitude), Immobilize (Fortitude), Poison (Fortitude), Sap (Fortitude), Silence (Will), Slow (Will), and Zombie (Fortitude) status unless they make a save for each status effect (DC 10 + half of the green mage’s level + her Intelligence or Wisdom modifier) to negate. Limit Breaks ( Su)Īt 1st level, the green mage receives the Limit Breaks (Enfeeblement Cloud and Turtle Shell).Įnfeeblement Cloud ( Su): This Limit Break allows the green mage to inflict status effects upon all enemies within a 30-ft.-radius, centered on her. Also increases green mage’s hit dice from d6 to d8. Martial ProwessĪ green mage’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB). This ability replaces the scholar’s normal weapon proficiencies.
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#FINAL FANTASY 12 RED MAGE TIME MAGE PLUS#
Green mages are proficient with all simple weapons plus all weapons from the hammer and flail weapon groups. 15th – Light Arts: Rapture, Dark Arts: Ebullience. 11th – Light Arts: Celerity, Dark Arts: Alacrity. 7th – Light Arts: Accession, Dark Arts: Manifestation. 3rd – Light Arts: Penury, Dark Arts: Parsimony. The green mage mainly focuses on STR/DEX for martial combat and INT and WIS for their class features and spells.ġst – Limit Breaks (From Dusk Til Dawn and Tabula Rasa), Spells, Cantrips, Grimoire, Arcane Hypothesis, Light Arts/Dark Arts. The green mage is an archetype of the scholar class. The green mage lends support on the battlefield, shielding allies and crippling foes.