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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 NameDescription
Alter TasteChanges the taste of one meal to a taste that is pleasant for the creature consuming it.
BleedCause a stabilized creature to resume dying.
Burst of LightDazzles one creature (-1 on attack rolls).
Chameleon ScalesYou temporarily alter the color of your skin, hide, or scales to another option legal for your race.
Clandestine ConversationAllows two subjects to speak without being overheard.
DazeA single humanoid creature with 4 HD or less loses its next action.
Detect MagicDetects all spells and magic items within 60 ft.
Enhanced Diplomacy+2 on one Diplomacy or Intimidate check.
GrabAble 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 AspectYou surround yourself with disturbing illusions.
Know DirectionYou discern north.
Magical CleaningClean a single object of all dirt.
Magical HygieneClean a creature's body of filth, making them fit for a social gathering.
MessageWhisper conversation at distance.
Phantasmal TripwireIllusion causes subject to fall prone and suffer 1d3 nonlethal damage.
Read MagicRead magical scrolls.
ResistanceSubject gains +1 on saving throws.
Touch of FatigueTouch attack fatigues target.
Touch of LethargyTarget is staggered for one round.
Touch of TormentTouch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks.
VirtueSubject gains 1 temporary hp.

Table: 1st-Level Green Mage Spells

Spell NameDescription
Anticipate PerilTarget gains a bonus on one initiative check.
Aspect of the FalconGives bonuses on Perception checks and ranged attacks.
Aspect of the NightingaleYou 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.
BlendGain a bonus to Stealth and make checks without cover or concealment.
Bless WeaponWeapon strikes true against evil foes.
BlindTarget is inflicted with Blind status.
Blood BlazeAura that makes injured creatures spray burning blood.
Bone ArmorCaster is surrounded by a tangle of bones, providing a +4 armor bonus to AC.
BristleTrade natural armor bonus for a bonus on attacks with natural weapons.
Call AnimalCalls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Calm AnimalsCalms 2d4 + level HD of animals.
CharmTarget is inflicted with Charm status.
Charm AnimalMakes one animal your friend.
Cheetah's SprintA wild surge of energy courses through your body and propels you into a sprint.
Choco FeatherQuick reaction to slow a creature’s fall.
Chocobo HaulSubject’s carrying capacity triples.
Cloak of ShadeReduces effects of sun exposure and heat.
Commune with BirdsYou can ask birds a question.
Comprehend LanguagesYou understand all spoken and written languages.
Compel HostilityCompels opponents to attack you instead of your allies.
Crafter's KnowledgeTarget gains a +5 insight bonus on its next Craft skill check.
Deadeye's LoreGain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking.
DeflectGain a +4 deflection bonus to AC plus an additional +1 per 3 levels against one attack.
Delayed OpponentTarget acts a little slower than normal.
DeprotectTarget is inflicted with a -2 penalty to AC.
DeshellTarget is inflicted with a -2 penalty to saving throws.
Detect Animals or PlantsDetects kinds of animals or plants.
Detect Secret DoorsReveals hidden doors within 60 ft.
Detect Snares and PitsReveals natural or primitive traps.
Detect UndeadReveals undead within 60 ft.
DiaTarget suffers a -2 penalty to Attack rolls and Skill checks.
DisappearAs vanish for 1 round/level (5 max).
Dragon JumpSubject gains a +10 enhancement bonus on all Acrobatics checks to jump.
DreadTarget becomes shaken.
Embrace DestinyRoll d20; use the roll before the spell ends to replace another d20 roll before the die is rolled.
EndarkInfuses weapon with shadow damage of +1 per level (max of +5) on next attack.
Endure ElementsSubject is protected from hot and cold environments.
EnlargeCaster doubles in size.
EnlightInfuses weapon with holy damage of +1 per level (max of +5) on next attack.
EnspellInfuses weapon with elemental damage of +1 per level (max of +5) on next attack.
EntanglePlants entangle everyone in 40-ft. radius.
EnvelopeSubject gains a +2 dodge bonus to AC.
Faerie FireOutlines subjects with light, canceling blur, concealment, and the like.
FearTarget becomes frightened.
Feather StepIgnore movement penalty in difficult terrain.
Flare BurstAs Burst of Light, but all creatures within 10 ft.
Fire MawYour 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.
FrostbiteTarget takes ice damage and is fatigued.
Gentle BreezeLight wind protects one target from clouds, gases, heat, and vapors.
Goodberry2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hidden SpringDiscover a temporary spring of fresh, flowing water.
Hide from AnimalsAnimals can’t perceive one subject/level.
HypnotismFascinates 2d4 HD of creatures.
IdentifyGives +10 bonus to identify magic items.
Keen SensesGain +2 Perception and low-light vision.
Keep WatchEnable the subjects to stand watch or keep vigil throughout the night without any ill effects.
Knight's CallingForces target to move toward you and fight you.
Know the EnemyGain +10 on a monster Knowledge check.
LongshotCaster gains a +10-ft.-bonus to the range increment of any weapon.
LongstriderYour speed increases by 10 ft.
Mage ArmorGives subject +4 armor bonus.
Magic FangOne natural weapon of subject creature gets +1 on attack and damage rolls.
Magic WeaponWeapon gains +1 bonus.
Moment of GreatnessDoubles a morale bonus.
Monkey FishGain a climb speed and a swim speed of 10 ft. for a time.
Nature's PathsThe target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Negate AromaSubject cannot be tracked by scent.
OhdarkConverts weapon into shadow damage on next attack.
OhlightConverts weapon into holy damage on next attack.
OhspellConverts weapon into elemental damage on next attack.
ProtectSubject gains a +2 deflect bonus to AC.
Quick StepCaster may make two 5-foot steps each round until he attacks or moves more than 5 feet.
Ray of EnfeeblementRanged touch that inflicts a 1d6 Strength penalty + 1 per two levels.
Ray of SickeningRanged touch that inflicts Sickened status.
RegenSubject gains Fast Healing 2.
SanctuaryOpponents can’t attack you, and you can’t attack.
ShellSubject gains a +2 resistance bonus to saving throws versus spells.
ShillelaghCudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
ShieldInvisible disc gives +4 to AC, negates an amount of ruin damage.
SleepTarget is inflicted with Sleep status.
Speak with AnimalsYou can communicate with animals.
StarsightGives bonus on Knowledge (geography) and Survival checks.
Stone FistCaster transforms his hands into living stone and able to deal lethal unarmed strikes.
StretchMelee weapon gains 5 ft. of reach for one attack.
Sun MetalWeapon touched bursts into flames.
SwimSubject gains a swim speed of 30 feet.
Tactical AcumenYou gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tracking MarkYou 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 TouchTouch deals 1d6 points of shadow damage + 1 point of Strength damage.
Underbrush DecoyCreate a rustling distraction to hide.
Unnatural LustTarget is compelled to kiss or caress another creature.
VirulenceTarget suffers a -2 penalty to saving throws versus poison and disease spells and effects.
Wave ShieldWater blunts one incoming attack or fire effect.
Whispering LoreGain a bonus to Knowledge checks about your environment from the land itself.
Wind ArmorSubject is surrounded by a field of wind, providing a +2 deflection bonus to AC.
Wind RunnerCaster increases his base land speed by 30 feet.
Wind ShieldCaster creates a field of ever-flowing gust of wind around him to deflect ranged attacks.

Table: 2nd-Level Green Mage Spells

Spell NameDescription
AidSubject gains a bonus to attack rolls and saves versus fear plus temporary hit points.
Alpha InstinctGain bonuses when you’re interacting with animals.
Animal AspectYou gain some of the beneficial qualities of an animal.
Animal MessengerSends a Tiny animal to a specific place.
Animal Purpose TrainingAnimal gains a new general purpose.
Animal TranceFascinates 2d6 HD of animals.
Aspect of the Bear+2 AC and combat maneuver rolls.
AuguryLearns whether an action will be good or bad.
BarkskinGrants +2 (or higher) enhancement to natural armor.
Bar-elementSubject gains a +4 resistance bonus to saving throws versus elemental effects.
Bar-statusSubject gains a +4 resistance bonus to saving throws versus status effects.
BeastspeakSpeak normally while in animal form.
Bestow GraceSubject gains bonus on saving throws equal to Cha modifier.
Binding EarthTarget creature treats areas of earth and stone as difficult terrain.
Bone ShieldCaster animates a bone to protect him from physical attacks, gaining damage reduction 5/-.
Burst of RadianceFills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Carry CompanionYou transform a helpful animal or magical beast into a miniature stone figurine.
Certain GripYou gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chocobo Haul, CommunalAs chocobo haul, but may divide the duration among creatures touched.
Companion Life LinkSense whenever your companion is wounded and call out to it in a time of need.
ConsecrateFills area with positive energy, weakening undead.
Control VerminYou 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 FortuneSubject takes –3 penalty on attacks, checks, and saves.
DarknessCauses an object to radiate darkness out to 20 feet.
DarkvisionSubject gains darkvision up to 60 feet.
Defensive ShockCreatures attacking the caster take 1d6 points of lightning damage per two levels.
Deflect IIGain shield bonus to AC for one attack.
DesecrateFills area with negative energy, making undead stronger.
Detect CurseAs detect magic, but it detects cursed items and creatures rather than magic.
Detect DiseaseDetect the presence of disease and further details about the disease.
Detect Magic, GreaterAs detect magic, but learn more information.
Dia IITarget suffers a -4 penalty to Attack rolls and Skill checks.
Dwarf’s Endurance, LesserSubject gains a +4 enhancement bonus to Constitution.
Eagle EyeCreates a magical sensor high above you.
Effortless ArmorArmor you wear no longer slows your speed.
Elemental ResistanceSubject gains elemental resistance of a chosen type.
Elemental SpeechEnables you to speak to elementals and some creatures.
Elemental TouchCaster infuses his hands with elemental energy of a chosen type.
Elvaan’s Splendor, LesserSubject gains a +4 enhancement bonus to Charisma.
Endure Elements, CommunalAs endure elements, but may divide the duration among creatures touched.
False LifeCaster gains 1d10 temporary hit points + 1 per level.
FloatSubject floats a couple of feet off the ground.
Forest FriendPlants in a forested area become helpful instead of hindering you and your allies.
Frigid TouchTarget takes ice damage and is staggered.
Frost FallCreates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst.
Future's BoonOn any d20 roll, roll two dice and takes the better result.
Galka’s Strength, LesserSubject gains a +4 enhancement bonus to Strength.
Geo-RegenCreates 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 TouchParalyzes one subject, which exudes stench that makes those nearby sickened.
Gird AllyYou 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).
GlideCaster can fall slowly like choco feather and able to glide.
GraceCaster’s movements do not provoke attacks of opportunity.
GreensightGrant a target the ability to see through plant matter as if it were transparent.
Guiding StarKnow approximate distance from where you cast this spell.
Hidden PresencePrevent creatures from noticing your presence.
Hold AnimalParalyzes one animal for 1 round/level.
Holy ShieldLend your shield's protection to another.
Lay of the LandIn 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.
ImperilTarget takes 3 points of damage from 1d6 random elements and is inflicted with Imperil status.
Intercept AttackYou suffer all damage meant for an adjacent ally.
LevitateSubject is able to move up or down up to 20 feet each round.
Litany of DefenseDoubles armor’s enhancement bonus.
LockjawCreature gains grab ability with natural attack.
MightCaster gains +4 strength, discharge to gain +10 strength for 1 round.
Mithra’s Grace, LesserSubject gains a +4 enhancement bonus to Dexterity.
Moogle’s Wisdom, LesserSubject gains a +4 enhancement bonus to Wisdom.
Natural Rhythm+1 on damage rolls with each hit (max +5).
PhalanxGrants caster a damage reduction of 5/magic.
Plant VoiceYou grant one plant creature the ability to speak, hear, and understand any of the languages you know.
PoisonTarget is inflicted with Poison status effect that deals 1d6 points of non-elemental damage + casting modifier per round.
Pouncing FuryMake a full attack with your claws after a charge.
RageGives +2 to Str and Con, +1 on Will saves, –2 to AC.
Righteous VigorBoosts attack bonus with each hit.
RiversightYou can view events transpiring along a natural watercourse you touch.
Savage MawGain a bite attack.
Scale SpikesWhen 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.
ScamperGrant your animal companion astonishing agility.
Scent TrailLeave trail for allies to follow.
Sea SteedYour mount adapts to an aquatic environment.
See InvisibilityCaster is granted the ability to see invisible beings and objects.
Seducer's EyesYou become more attractive to those around you.
Sickening EntanglementAs entangle, but plants have sickening sap.
SilenceTarget is inflicted with Silence status.
SlipstreamSubject rides a low-cresting wave of water to travel along the surface of water or ground.
Spectral HandCreates a ghostly hand to deliver low-level touch spells.
Spore BurstYou 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.
StatusCaster can monitor the touched subjects of their relative positions and general condition.
Sure StrikeGain +1 bonus/3 levels on next attack.
Tarutaru’s Cunning, LesserSubject gains a +4 enhancement bonus to Intelligence.
TemperAffected weapon deals an additional +2 damage.
Tree ShapeYou look exactly like a tree for 1 hour/level.
Vestment of the ChampionArmor or shield gains a +1 enhancement per four levels.
Vine StrikeBristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target.
Wall ClimbSubject gains a climb speed of 20 feet.
Warp WoodBends wood.
Wartrain MountAnimal gains the combat training general purpose.
Weapon of AweWeapon gets +2 on damage rolls.
Whispering WindCaster is able to send a message or sound on the wind to a designated spot.
Wilderness SoldiersNearby plants aid you in combat.
Wild InstinctThis spell sharpens your senses, allowing you to perceive threats you would otherwise miss.
Wind BarrierSubject gains damage reduction 10/- against projectiles.
With the WindProtect a target from being blown away by wind of less than windstorm force.
Wood ShapeReshapes wooden objects to suit you.
WoundTarget takes 2d6 points of non-elemental damage and start bleeding.

Table: 3rd-Level Green Mage Spells

Spell NameDescription
Alter FortuneCause one creature to reroll any die roll.
Anchored StepVines beneath your feet stabilize you but slow you down.
Animal Aspect, GreaterAs animal aspect, but you gain two animal qualities.
Anthropomorphic AnimalAnimal becomes bipedal.
Ape WalkTarget gains climb 30 and +8 racial bonus on Climb skill checks.
Ash StormBlocks sight and makes ground become difficult terrain.
BarrierSubject gains damage reduction 5/-.
Battle TranceGain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects.
Beast Shape IYou take the form and some of the powers of a Small or Medium animal.
BioTarget is inflicted with Sap status effect that deals 2d4 points of non-elemental damage + casting modifier per round.
Bleed for Your MasterCompel a companion to take damage for you.
BlindgaAs blind, but all within 30 feet.
Blood ScentGain scent ability against injured creatures.
Burdened ThoughtsTarget creature gains heavy encumbrance and is cannot fly.
BurrowTarget gains a burrow speed of 15.
Choco Feather, MassAs choco feather, but multiple creatures.
Cloak of WindsSurrounds a creature with a shroud of wind to deflect ranged attacks.
Companion Mind LinkYou can talk with your animal companion, and can handle it with supernatural ease.
Darkvision, CommunalAs darkvision, but may divide the duration among creatures touched.
Deadly JuggernautYour might increases with every kill you make.
Deeper DarknessObject sheds supernatural shadow in 60-ft. radius.
Deprotect IITarget is inflicted with a -4 penalty to AC.
DeprotectraTargets are inflicted with a -2 penalty to AC.
Deshell IITarget is inflicted with a -4 penalty to saving throws.
DeshellraTargets are inflicted with a -2 penalty to saving throws.
Dia IIITarget suffers a -6 penalty to Attack rolls and Skill checks.
Diminish PlantsReduces size or blights the growth of normal plants.
DispelCancels one magical spell or effect.
Dominate AnimalOne animal obeys your silent mental commands and orders.
Draconic MaliceYou surround yourself with a palpable aura of draconic fear and dread.
Dragon Jump IISubject gains a +20 enhancement bonus on all Acrobatics checks to jump.
Elemental AuraCreates an aura of a chosen element around the caster.
Elemental Resistance, CommunalAs elemental resistance, but may divide the duration among creatures touched.
Endark IIInfuses weapon with shadow damage of +2 per level (max of +10) on next attack.
Energy AegisCaster gains elemental resistance 20 against one elemental type for one attack.
Enfeeblement, MassAs enfeeblement, except all within 30 feet.
Enlight IIInfuses weapon with holy damage of +2 per level (max of +10) on next attack.
Enspell IIImbues weapon with elemental damage of +2 per level (max of +10) on next attack.
EnvelopgaTargets gain a +2 dodge bonus to AC.
Fangs of the Vampire KingGrow vampire fangs.
Feather Step, MassAs feather step, but multiple creatures.
Fey Form ICreates an aura of a chosen element around the caster.
FlySubject gains a flying speed of 20 feet.
Geo-BarrierThe 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-FendThe 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-FrailtyThe 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-MalaiseThe 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-PrecisionCreates 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-SlipCreates 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-TorporCreates 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-VoidanceCreates 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 UndeadUp to three undead becomes immobilized.
HarrowingYou use a Harrow deck to tell a fortune for yourself or someone else.
HasteSubject becomes hasted.
Healing ThiefTouched creature receives only half the healing, granting the other half to the caster.
HeroismSubject gains +2 bonus on attack rolls, saves, skill checks.
HopTeleports caster short distance.
ImmobilizeTarget is inflicted with Immobilize status.
InfectTarget is inflicted with Disease status.
Insect SpiesUse magic beetles as spies.
KeenDoubles normal weapon’s threat range.
Lily Pad StrideWalk across water on moving lily pads.
Litany of SightYou can see invisible creatures and objects within 30 feet of you.
Locate ObjectSenses direction toward object (specific or type).
Locate WeaknessYou roll damage twice when you roll damage for a critical hit and take the best damage.
Longstrider, GreaterAs longstrider, plus the speeds of other movement modes increase.
Magic Fang, GreaterOne natural weapon gets + 1/four levels (max +5).
Magic VestmentArmor or shield gains +1 enhancement bonus per four levels.
Magic Weapon, GreaterWeapon gains +1 bonus/four levels (max +5).
Nature's ExileGives target -10 on Survival checks.
NulStatus ISubject gains a protection that negates a status effect.
PainTarget is inflicted with Blind, Poison and Silence status effects.
Plant GrowthGrows vegetation, improves crops.
Protect IISubject gains a +4 deflect bonus to AC.
ProtectraAllies gain a +2 deflect bonus to AC.
Quicken, LesserYou grant a target creature an immediate move action.
Raven's FlightYou 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 ExhaustionRanged touch that inflicts exhaustion.
Regen IISubject gains Fast Healing 4.
RenewAllies gain Fast Healing 2.
RescueYou pull an ally adjacent to you.
Scale Spikes, GreaterAs 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.
ScryingSpies on subject from a distance.
Severed FateA target becomes shaken and can not use hero points for 10 minutes per level.
Shell IISubject gains a +4 resistance bonus to saving throws versus spells.
ShellraAllies gain a +2 resistance bonus to saving throws versus spells.
Shifting SandCreates difficult terrain and erases tracks; can carry creatures or objects along.
Signs of the LandLearn up to three details about the surrounding territory.
SleepgaAs sleep, but all within 30 feet.
Sleet StormCreates a storm of driving sleet to block all sight and makes walking in the area difficult.
SlowTarget is inflicted with Slow status.
SnareCreates a magic booby trap.
Stench of PreyPredatory animals must successfully save or attack the target.
SuggestionCompels a subject to follow stated course of action.
Tail CurrentCreate a current in water to enhance or impede swimming.
TailwindCreate a current of wind to enhance or impede flight.
Thorny EntanglementAs entangle, plus plants make ranged attacks.
Unravel DestinyA target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.
Vampiric TouchTouch deals 1d6 points of shadow damage per two levels and caster gains that much in temporary hit points.
Vermin Shape ITake the form and some of the powers of a Small or Medium vermin.
Void AuraCaster is surrounded by an aura of nothingness that causes fatigue and disallows creatures from speaking while adjacent to him.
Wall Climb, CommunalAs wall climb, but may divide the duration among creatures touched.
Ward of the SeasonGain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter).
Water BreathingSubjects gain the ability to breathe underwater.
Water WalkSubjects gain the ability to walk upon water.
Wind Barrier, CommunalAs wind barrier, but may divide the duration among creatures touched.
Wrathful MantleSubject shines and gets +1/four levels on all saves.
ZealYou move through foes to attack the enemy you want.

Table: 4th-Level Green Mage Spells

Spell NameDescription
Aerial TracksTrack flying creatures through the air.
Air WalkSubject treads on air as if solid (climb or descend at 45-degree angle).
Animal AmbassadorGrant an animal messenger sentience to deliver your message.
Antiplant ShellKeeps animated plants at bay.
Arboreal HammerTree branches attack opponents.
Aspect of the Stag+2 AC against attacks of opportunity and increases speed.
AtavismAnimal gains advanced creature simple template.
Aura of the UnremarkableMake actions seem mundane to nearby creatures.
Bar-elementraAllies gain a +4 resistance bonus to saving throws versus elemental effects.
Bar-statusraAllies gain a +4 resistance bonus to saving throws versus status effects.
Beast Shape IIYou 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 SpikesCreatures attacking the subject of this spell take 1d6 points of fire damage.
Bloody ClawsCauses bleed damage with natural attacks.
BoneshatterTarget takes 1d6 points of shadow damage per level and becomes exhausted.
Burst of GloryTargets 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 ShapeSubject becomes insubstantial and can fly slowly.
Command PlantsSways the actions of plant creatures.
CorrodeItems disintegrate under the stress of centuries.
Crushing DespairSubjects take –2 on attack rolls, damage rolls, saves, and checks.
Dancing WeaponWeapon touched animates and fights for the caster.
Dark BlightInflicts shadow damage and Sickened status on good and neutral creatures.
Darkvision, GreaterAs darkvision, but the range extends out to 120 feet.
DazeraAs daze, but all within 30 feet.
Death WardThe subject gains a +4 morale bonus on saves against all death spells and magical death effects.
Debilitating PortentInflicts an ill fate on a creature, halving its damage when it attacks or casts a spell.
DiaraAs dia, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.
DisableTarget is inflicted with Disable status.
Discern LiesReveals deliberate falsehoods.
DivinationProvides useful advice for specific proposed actions.
Dread SpikesCreatures attacking the subject of this spell take 1d4 points of shadow damage and subject is healed for that much.
Dwarf’s EnduranceSubject gains a +6 enhancement bonus to Constitution.
EcholocationSonic sense gives you blindsight 40 ft.
Elvaan’s SplendorSubject gains a +6 enhancement bonus to Charisma.
EnervationRanged touch that makes the target gain 1d4 temporary negative levels.
Enlarge, MassAs enlarge, but affects multiple humanoids instead.
EnspellraAs enspell, but affects multiple creatures instead.
Explosion of RotCall forth a burst of decay that damages and can stagger targets.
False Life, GreaterAs false life, but the caster gains 2d10 temporary hit points +2 points per level.
Fear, GreaterAs fear, but all within 30-ft.-cone burst.
Freedom of MovementSubject moves normally despite impediments to movement.
FloatgaAs float, but multiple creatures.
Forceful StrikeEmpower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Forest's SenseSense the location of a distant target that is near a plant or fungus.
FrogTarget is inflicted with Frog status.
Gale SpikesCreatures attacking the subject of this spell take 1d6 points of wind damage.
Gale WindsCaster gains +4 deflection bonus to AC; 1d8 wind damage and push back creatures that hit the caster in melee.
Galka’s StrengthSubject gains a +6 enhancement bonus to Strength.
Gaseous FormSubject becomes insubstantial and can fly slowly.
Geas, LesserCommands subject of 7 HD or less.
Geo-PoisonCreates 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 VerminTurns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil WaterUpon 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.
GuardCaster gains a +4 deflection bonus to AC, +4 resistance bonus on saves; discharge to gain +10 for 1 round.
HoldTarget is paralyzed, unable to take actions or speak.
Holy MantleSubject is shrouded by a shimmering mantle of light that glows like a torch.
Holy SmiteInflicts holy damage and Blind status on evil and neutral creatures.
Ice SpikesCreatures attacking the subject of this spell take 1d6 points of ice damage.
Ice StormCreates hailstones that pound down on creatures, dealing 3d6 bludgeoning and 2d6 ice damage.
ImperilraAs imperil, but affects multiple creatures instead and damage increases to 7 from 1d6 random elements.
King’s CastleInstantly switch places with a single ally.
Life BubbleProtects from environmental effects.
Litany of VengeanceAllies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
MetallasisIncreases a target's metallic equipment's weight by 3x, increases to 4x at CL10, 5x at CL 14, and 6x at CL 19.
MiniTarget is reduced to 10% size and all physical attacks deal 1 point of damage.
Mithra’s GraceSubject gains a +6 enhancement bonus to Dexterity.
Moogle’s WisdomSubject gains a +6 enhancement bonus to Wisdom.
OhdarkraAs ohdark, but affects multiple creatures instead.
OhlightraAs ohlight, but affects multiple creatures instead.
OhspellraAs ohspell, but affects multiple creatures instead.
Phalanx IIAs phalanx, but grants a damage reduction 10/cold iron instead.
Poisoned TouchTouch deals 1d3 Con damage 1/round for 6 rounds.
PoisongaAs poison, but all within 30 feet.
Protection from ElementsSubject gains temporary immunity to a chosen element.
Radiant SpikesCreatures attacking the subject of this spell take 1d6 points of holy damage.
Reality RiftSubject is cast outside of time and space for 1 round/level.
Repel VerminInsects, spiders, and other vermin stay 10 ft. away.
Resounding BlowMelee attack deals 1d6 more damage.
Ride the WavesTarget can breathe water and swim.
Rock SpikesCreatures attacking the subject of this spell take 1d6 points of earth damage.
Sea StallionYou and your mount adapt to an aquatic environment.
Shield OtherSubject 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.
ShieldraAs 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 SpikesCreatures attacking the subject of this spell take 1d6 points of lightning damage.
SilencegaAs silence, except all within 30 feet.
Spike StonesCreatures in area take 1d8 damage, may also be slowed.
Starry EyeInvisible floating eye moves 30 ft./round.
StatueTarget is inflicted with Petrify status.
Status, GreaterAs status, but can also cast a limited selection of spells through the link.
StoneskinSubject gains damage reduction 10/adamantine.
Strong JawNatural attacks deal damage as if dealt by creature two sizes larger.
Tarutaru’s CunningSubject gains a +6 enhancement bonus to Intelligence.
Thorn BodyYour attackers take 1d6 +1 damage/level.
TonguesSubject gains the ability to speak and understand the language of any intelligent creature.
Torrent SpikesCreatures attacking the subject of this spell take 1d6 points of water damage.
Umbral SpikesCreatures attacking the subject of this spell take 1d6 points of shadow damage.
VanishSubject becomes invisible.
Vermin Shape IIAs vermin shape, but Tiny or Large.
Volcanic StormCreates hot volcanic rocks that pound down on creatures, dealing 3d6 bludgeoning and 2d6 fire damage.
Watchful AnimalYou place a scrying sensor on your animal companion or familiar.
Water Walk, CommunalAs water walk, but may divide the duration among creatures touched.
WoundraCreatures take 5d6 points of non-elemental damage and start bleeding.

Table: 5th-Level Green Mage Spells

Spell NameDescription
Air Walk, CommunalAs air walk, but you may divide the duration among creatures touched.
Animal GrowthOne animal doubles in size.
Anticipatory StrikeTurn your next turn right now, even interrupting other actions.
Aspect of the Wolf+4 Str and Dex, +2 bonus on trip attacks.
AwakenAnimal or tree gains human intellect.
Baleful PolymorphTransforms subject into harmless animal.
Beast Shape IIIYou take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
BioraAs bio, but all within 30 feet.
BlindjaAs blindga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
BrightTarget takes 1d6 points of holy damage per level.
BurnTarget takes 1d6 points of fire damage per level.
Cave FangsCreate a trap from stalactites and stalagmites.
CommuneDeity answers one yes-or-no question/level.
Commune with NatureLearn about terrain for 1 mile/level.
Companion TranspositionSwap places with your animal companion via teleportation.
Compelling RantPeople believe your ridiculous speech as long as you keep talking.
CrushTarget takes 1d6 points of earth damage per level.
Deprotect IIITarget is inflicted with a -6 penalty to AC.
Deprotectra IITargets are inflicted with a -4 penalty to AC.
Deshell IIITarget is inflicted with a -6 penalty to saving throws.
Deshellra IITargets are inflicted with a -4 penalty to saving throws.
DiagaAs dia II, except all within 30 feet.
DrainTouch deals 1d6 / two levels shadow damage; caster gains damage as hit points.
Dragon Jump IIISubject gains a +30 enhancement bonus on all Acrobatics checks to jump.
DrownTarget takes 1d6 points of water damage per level.
Endark IIIInfuses weapon with shadow damage of +3 per level (max of +15) on next attack.
Enlight IIIInfuses weapon with holy damage of +3 per level (max of +15) on next attack.
Enspell IIIImbues weapon with elemental damage of +3 per level (max of +15) on next attack.
Fey Form IIAssume the form of a Tiny or Large fey creature.
FlightCaster gains a flying speed of 40 feet.
FreezeTarget takes 1d6 points of ice damage per level.
GloomTarget takes 1d6 points of shadow damage per level.
Grand DestinyThe 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.
GravityTarget loses half of current hit points.
Gravity BallCreates a black hole that slowly sucks in creatures within a 20 ft. radius, dealing non-elemental damage and inflicting immobilized/stunned.
Hungry EarthThe ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Icy PrisonTarget becomes trapped in solid ice.
Immobilize, MassAs immobilize, but all within 30 feet.
InfectgaAs infect, but all within 30 feet.
Jungle MindYou merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator.
Miasma of EntropyRot all natural materials in 30-ft. cone-shaped burst.
NulStatus IISubject gains a protection that negates a status effect.
OasisThis 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.
PaingaAs pain, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Plant Shape ITurns you into a Small or Medium plant.
PoisonjaAs 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 IIISubject gains a +6 deflect bonus to AC.
Protection from Elements, CommunalAs protection from elements, but may divide the duration among creatures touched.
Protectra IIAllies gain a +4 deflect bonus to AC.
Regen IIISubject gains Fast Healing 6.
Renew IIAllies gain Fast Healing 4.
Replay TracksReconstruct past events from a set of tracks.
Shell IIISubject gains a +6 resistance bonus to saving throws versus spells.
Shellra IIAllies gain a +4 resistance bonus to saving throws versus spells.
ShockTarget takes 1d6 points of lightning damage per level.
SleepjaAs sleepga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
SliceTarget takes 1d6 points of wind damage per level.
Snake StaffTransforms wood into snakes to fight for you.
Stoneskin, CommunalAs stoneskin, but may divide the duration among creatures touched.
SuffocationTarget begins suffocating.
Tongues, CommunalAs tongues, but may divide the duration among creatures touched.
Tree StrideStep from one tree to another far away.
Vile Dog TransformationTransform dogs into evil monstrous creatures.
Waves of FatigueCreatures within the 30-ft.-cone burst become fatigued.
ZombifyTarget is inflicted with the Zombie status effect.

Table: 6th-Level Green Mage Spells

Spell NameDescription
AbyssTarget takes 1d6 points of shadow damage per caster level (maximum 15d6) and is inflicted with the Dimmed status effect.
Analyze DweomerReveals magical aspects of subject.
Bar-elementgaAllies gain a +6 resistance bonus to saving throws versus elemental effects.
Bar-statusgaAllies gain a +6 resistance bonus to saving throws versus status effects.
Beast Shape IVYou take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
BerserkTarget is inflicted with Berserk status.
Binding Earth, MassTarget creatures treats areas of earth and stone as difficult terrain.
Blaze Spikes IICreatures attacking the subject of this spell take 3d6 points of fire damage.
Blazing WindsInflicts 4d6 points of fire damage + 1 per level and knocks them prone.
Binding Earth, MassTarget creatures treats areas of earth and stone as difficult terrain.
BurstTarget takes 1d6 lightning damage per level (maximum 15d6) and is inflicted with Static status.
Chains of LightTarget is held immobile by glowing golden chains composed of pure light.
ConfusionTarget is inflicted with Confuse status.
Disable, MassAs disable, but all within 30 feet.
Dispel, GreaterAs dispel, but with multiple targets.
Dread Spikes IICreatures attacking the subject of this spell take 3d4 points of shadow damage and subject is healed for that much.
Dwarf’s Endurance, MassAs dwarf’s endurance, but all allies within 30 feet.
Elvaan’s Splendor, MassAs elvaan’s splendor, but all allies within 30 feet.
Enlightened StepYou are able to make your steps lighter than air.
EnspellgaAs enspell II, but affects multiple creatures instead.
FeeblemindTarget’s Intelligence, Wisdom, and Charisma scores each drop to 1.
Fey Form IIIAssume the form of a Diminutive or Huge fey creature.
Find the PathShows most direct way to a location.
FlareTarget takes 1d6 fire damage per level (maximum 15d6) and is inflicted with Burning status.
FloodTarget takes 1d6 water damage per level (maximum 15d6) and is inflicted with Drenched status.
Gale Spikes IICreatures attacking the subject of this spell take 3d6 points of wind damage.
Galka’s Strength, MassAs galka’s strength, but all allies within 30 feet.
Geas/QuestAs lesser geas, but affects any creature.
Geo-ChaThe 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-ConThe 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-DexThe 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-HasteThe 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-IntThe 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-StrThe 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-SlowCreates 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-WisThe 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.
GlacierTarget takes 1d6 ice damage per level (maximum 15d6) and is inflicted with Frozen status.
Green CaressSlowly transform a creature into an inanimate plant.
HastegaAs haste, except all allies within 30 feet.
Heroism, GreaterSubject gains +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ice Spikes IICreatures attacking the subject of this spell take 3d6 points of ice damage.
ImperilgaAs imperil, but affects multiple creatures instead and damage increases to 11 from 1d6 random elements.
Insect Spies, GreaterUse magic beetles as spies and also share their senses.
IronwoodMagic wood is as strong as steel.
Legend LoreLets you learn tales about a person, place, or thing.
LiveoakOak becomes treant guardian.
Magic StatusAs status, except that you also know the name and caster level of any spell cast upon your allies.
Mithra’s Grace, MassAs mithra’s grace, but all allies within 30 feet.
Moogle’s Wisdom, MassAs moogle’s wisdom, but all allies within 30 feet.
NulStatusraSubjects gain a protection that negates a status effect.
Phalanx IIIAs phalanx, but grants a damage reduction 15/adamantine instead.
Plant Shape IITurns you into a Large plant creature.
QuakeTarget takes 1d6 earth damage per level (maximum 15d6) and is inflicted with Weighted status.
QuickenYou grant a target creature an immediate standard action.
RadianceTarget takes 1d6 holy damage per level (maximum 15d6) and is inflicted with Dazzled status.
Radiant Spikes IICreatures attacking the subject of this spell take 3d6 points of holy damage.
RaspTarget lose 1d6 points of MP per two caster levels (maximum of 8d6).
Repel WoodPushes away wooden objects.
Rock Spikes IICreatures attacking the subject of this spell take 3d6 points of earth damage.
Share SkinPossess an animal.
Shock Spikes IICreatures attacking the subject of this spell take 3d6 points of lightning damage.
SilencejaAs silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
SlowgaAs slow, except all enemies within 30 feet.
Suggestion, MassAs suggestion, affects 1 subject/level.
SyphonTouch drains 1d6 / five levels of MP; caster gains the siphoned MP.
Swarm SkinTurns your body into a swarm that can attack.
Tarutaru’s Cunning, MassAs tarutaru’s cunning, but all allies within 30 feet.
Temporal DisjunctionTarget creature is permanently lagged in time.
TornadoTarget takes 1d6 wind damage per level (maximum 15d6) and is inflicted with Squalled status.
Torrent Spikes IICreatures attacking the subject of this spell take 3d6 points of water damage.
True SeeingLets you see all things as they really are.
Umbral Spikes IICreatures attacking the subject of this spell take 3d6 points of shadow damage.
Unconscious AgendaPlant subconscious directive in target creature.
Unerring TrackerFollow an entire trail unerringly.
Vanish, GreaterAs vanish, but subject can attack and stay invisible.
Wind WalkSubjects transforms into a cloud-like vapor, able to move through the air.
WoundgaCreatures take 8d6 points of non-elemental damage and start bleeding.