Set this as soon as you hit 81, you will not be disappointed. lvl 54 - Radiant Breath - Magical - Light based damage with additional effect: Bind and Silence - Interesting to have a light based nuke that isn't Banish or Holy. The damage this spell does isn't considerable, but the paralysis can come in handy. lvl 65 - Infrasonics - Magical - Decreases enemy evasion in a fan shaped AoE (Ice) - Finally, a spell that can decrease an enemy's evasion, is this the solution to DD's need for sushi? Adds the Skillchain Bonus trait when set, with no other spells required. Colibri and Greater Colibri mimic normal magic spells, but not Blue Magic, making this safe to cast against them. Cannot be executed while bound. The effect of this action cannot be ended manually. Has a 1 minute duration. MND has no effect on it. When it comes to the Blue Mage limited job added as part of patch 4.5, A Requiem for Heroes, unlocking new moves works a little differently. Good for when you take hate, are tanking, or soloing. It can make the magic attack bonus trait. lvl 64 `- Voracious Trunk - Magical - Steals one beneficial effect (Wind) - This is dispel, but with a twist, you transfer the buff you remove to yourself, so if your target has haste, you get haste. There are several types of blue magic spells. You would be disappointed the first time you cast this spell and it does minimal damage. However, light is not always effective against many mobs. Its good early on in your early levels, however, unlike the mob you get this spell from (Bees), this spell has a cap of 34 HP healed (there are ways to increase it, such as the Light Staff). Other people say this is definitely not true. Blue Magic Skill Required to Learn: 393+ Monster Level Zone Map Ungeweder Harry Shepherd Former PCGN guides writer and purveyor of puns. A Blue Mage 's sole purpose is to protect the empress of Aht Urhgan. It's useless. The very best spells to combine sneak attack with are as follows: At lower levels, Mandibular Bite and Sickle Slash, at mid-levels, Death Scissors and Dimensional Death, then at endgame: Cannonball and Vertical Cleave. Monster correlation (bird) will affect the amount of TP reduced (an additional -25 TP). For example, Bomb Toss, the spell we learn from goblins, is very powerful in the hands of a goblin. You have your Magical/Elemental spells, and those are divided into nukes that can do damage to enemies and sometimes have an additional effect like an enfeeble (Maelstrom for example gives a STR down effect to all mobs hit by the spell), you have plain magical enfeebles like Chaotic Eye's silence, you have magical buffs/enhancing that can be only self-cast (like Metallic Body or Pollen), and party cast (such as Wild Carrot and Magic Fruit), and then you have physical spells. There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. Savage Blade > Final Sting > Light skillchain (and most likely certain death if your shadows go down), however, it's harder to SC with Final Sting than other spells, because it has a long cast time. Increases the effect duration of blue magic usable under the effects of Unbridled Learning that affects party members. We will not be 1k Needling HNMs any time soon. Maybe if this WASN'T a unbridled learning spell, it'd be more useful. I've seen bigger numbers with CA and efflux than any other spell so far. It can also be used for getting Conserve MP. I havent found this to be true but its extremely difficult to gather evidence for this theory one way or the other. Eventually, when a BLU gets to level 75, they get the chance to put in merits. I did it this way!) At merit level, you can give the whole party a boost with the merit ability Diffusion, the whole party in range will get the accuracy and evasion bonus. lvl 82 - Vanity Dive - Physical - 58MP - Wanderers - Physical Damage: TP modifies Damage (Slashing) - Does good damage without CA active, and it's one hit, so it doesn't feed TP. Do you really want to use that many spell points for clear mind for resting when you could have auto-refresh? I have no idea how much, but it does give a nice pure damage increase even if the spell has TP modifiers to ACC under chain affinity or something else. lvl 58 - Magic Fruit - Magical - Restores HP to party member (Light) - This is a must have spell, great for soloing, and just an all around useful spell. Creates the Counter job trait. If you don't have the empyrean WS, you'll want to solo darkness with Requiescat and Quad. lvl 92 - Heavy Strike - Physical - 32 MP - Golem (Arcana) - Inflicts large physical damage to the target, damage varies with TP (Blunt). It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. It removes one negative status effect that erase can remove from the whole party. When I used it, I was getting around 20 HP back, less than pollen. Only usable under unbridled learning/wisdom. Not as strong as Death Scissors, due to the lower STR modifier, but it can be used to make a Accuracy Bonus Trait. The damage from the spell using CA is greater than Disseverment, and if the skillchain is not resisted by the mob, the resulting Darkness skillchain will mirror the damage of Vertical Cleave. No one is going to equip sand spin for the damage. Blue Magic is a general magic category available only to Blue Mages. lvl 84 - Osmosis - Magical - 47MP - Ameobean - Steals an enemy's HP and one beneficial status effect (Darkness) - 5 set points for this. All blue magic spells are enemy abilities that must be learned as a spell by engaging and defeating enemies after the learnable ability is performed. When effect expires, the target will be KOd. The only time you would want to use it, (NM mobs) there are other jobs you can count on to do any of those enfeebles for far less MP that'll stick longer. You can use CA/Efflux to increase the damage, but it doesn't have good skillchain properties for self-SCs. Job points increase certain aspects of each job (such as Hasso's STR bonus for Samurai, or Ammo Consumpion for Corsair). Seems to cap at around 120 HP cured. Like foot kick, youll use it once you get them, and then replace it when stronger spells come across. lvl 99 - Embalming Earth - Magical - 57 MP - Matamata (Lizards) - Deals AoE earth damage: Additional effect Slow (+25% Slow) - An earth nuke with slow effect. Its low cost, and still usable at level 75, though it wont take a whole lot of punishment. This is a new trait, it makes spells burst for more damage. This next section goes into detail about each different type of spell. Tag a mob with disseverment poison, hit him with gates of hades, and he'll be taking around 39 HP/tick in damage. Gives Attack bonus job trait on it's own. 6 set points. Mind Blast is a high level thunder spell that can paralyze. RT @ImmortalsAveum: Master your magic: Pre-order the #ImmortalsOfAveum Standard Edition and get the Purified Arclight, a unique blue sigil that will unleash more power for some of Jak's spells. Deals earth damage to all enemies in a cone before you with a potency of 310 for the first enemy, 30% less for the second, 60% less for the third, and 70% less for all remaining enemies. lvl 71 - Heat Breath - Magical - Fire damage in a fan-shaped AoE (damage dependent on HP) - Another breath spell, this one is very useful against mobs resistant to physical damage (such as gods, sea jailers, and some mobs in Limbus). Often known as "The Immortals", they possess the ability to mimic enemy techniques. Not to say they arent all are useless, I will note which ones Ive found to be useful in my experience as Blue Mage, and from what Ive seen on message boards. This is about the same: it's not awesome. You'll want to gear in Strength and Accuracy gear for this spell. You will need to learn this spell to gain access to the level 60 Class Quest Blue Scream of Death. This does massive damage to a player when cast by a Cactuar, 1k damage(split between targets in the AoE), which can decimate even a lvl 75 player while solo, even if the level of the cactuar is much lower. You must be facing the target's face in order for the spell to be effective. Tests show a 15 foot range. You can solo Distortion (Water and Ice) with this spell: Savage Blade > Disseverment > Distortion. Increases the damage dealt by blue magic usable under the effects of Unbridled Learning. However, they cost about the same amount of MP. Combines with demoralizing roar to make Double Attack. Regular blink gives you 2 shadows, this spell gives you 4 shadows. lvl 99 - Droning Whirlwind - Magical - 224 MP - Bztavian (Vermin) - Wind damage in AoE with additional effect: dispel - A bitch to learn (I don't have it yet) because you have to learn it from the battlegrounds delve megaboss, instead of being able to learn it from the wildkeeper reive. It is unreliable, perhaps elemental seal or convergence can help the accuracy of 1000 Needles, but it still isnt fool proof, and its still a lot of MP to cast for a single spell (and it has a long casting time). A 400 Expiacion followed by a 700 damage Vertical Cleave can result in a 700 damage Darkness when not resisted (for example). The only time you are required to have a full party of synced Blue Mages is if you want credit in your Blue Log. We know terror touch inflicts a 15% attack down effect. Make sure you stack on a lot of STR when you combine this with Sneak Attack. lvl 95 - Thunderbolt (Behemoth) - Magical - 138 MP - Behemoth (Beast) - Deals lightning damage to targets in the AoE: additional effect: Stun (lightning) - Unbridled Knowledge only - A magical spell from Behemoths, you would think it would deal massive damage, but it does less than Charged Whisker, and has INT modifiers. Manage all your favorite fandoms in one place! Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. Learning is a Level 2 Blue Mage ability that requires 20 ABP to learn. It's slightly cheaper MP-wise than Filamented Hold, but I've yet to see information on the potency of it. lvl 99 - Paralyzing Triad - Physical - 33 MP - Umbril (Elementals) - Three-fold (slashing?) lvl 24 - Soporific Magical AoE Darkness based Sleep Similar to sheep song, this puts all enemies in the AoE to sleep. Setting two of these spells grants Gilfinder: Charged Whisker, Everyone's Grudge, Amorphic Spikes. Without using Self-Destruct/Final Sting of. Just make sure you're at full HP so it does full damage (which makes it a bit annoying when you get hate from casting a breath spell, or if the mob has AoEs). You can learn spells during fights in the Masked Carnivale. You may also learn the spell while in a party. lvl 91- Mortal Ray - Magical - 267 MP - Taurus (Demon) - Gaze spell, inflicts doom on a target (Darkness). They are only enabled while you are at the appropriate level, and under the effect of Unbridled Learning. Use this always. There is a guide as to what job spell combos make what job traits. lvl 77 - Acrid Stream - Magical - Damage in a fan-shaped AoE, additional effect: Magic DEF down (Water) - One of the new spells from Abyssea mobs. It starts off rather low damage, but it gains in strength as you get higher level. TP modifier is accuracy. it's not foolproof, like the dark magic Stun spell. Makes Dual Wield with Blazing Bound set. You do not have a 100% learn rate if you do this, but sometimes there are advantages to this method that outweigh the fact that you might need multiple tries to get a certain spell to drop. Refueling is overridden by the white magic spell Haste. Blue Magic Demonstration: Learning Ability Learning, also known as Learn, is a recurring ability in the series. lvl 99 - Rail Cannon - Magical (Light) - 200 MP - Gears (Archaics) - Deals Light damage to target - Obtainable from single and multi-gear mobs. Just like a DD needs accuracy to hit a mob, a Blue Mage needs accuracy to insure not just their sword hits connect, but their spells connect too. You will need to learn this spell to gain access to the level 58 Class Quest Blue in the Face. Need the Unbridled Knowledge ability active to cast this spell. It's weird, it seems less accurate than vertical cleave. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. 4 spell points to set. The Sturm Dolls in Alexander: Cuff of the Father (A2) also have it. lvl 72 - Saline Coat - Magical - Increases Magical Defense (Light) - This handy spell is useful for times when you have to face a lot of magic, such as astral flow and other AoE magic (like Central Temenos 3rd Floor where you have to fight the Yagudo SMN NM: Pee Qoho the Python). It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. Youd better buy those woodsman/sniper rings, and wear that life belt. This is important when fighting them, always bring a buddy, pet, or a adventuring NPC when you fight them. This makes Cocoon an excellent spell to have set and casting it before you shoot off a Cannonball improves the damage considerably. However, early on, you may find you can pseudo-cure tank in the dunes. Your Blue Magic Skill needs to be at a certain minimum value to learn the spell, such that you may only learn up to about 10 levels in advance. Here are all 49 abilities and how to unlock them. Stronger than subduction, but very costly with a long recast timer. Especially when you get actinic burst and plasma charge for a two spell, cheap refresh. There are no level requirements for learning spells (aside from whatever you need to physically access the mob that teaches it). lvl 48 - Sickle Slash -Physical - Critical Damage (Slashing) - Very powerful, can be alternated with Jet Stream and Mandibular Bite. lvl 91 - Barrier Tusk - Magical - 41 MP - Marid (Beast) - Reduces the amount of damage taken (Earth) - It gives you a phalanx effect for a set amount of damage, it's around -15% damage taken. LEAVES! You can also get this off the Mudman, a rank A hunt found in Il Mheg. lvl 16 - Helldive Physical Damage (Blunt) and Additional Effect: Knockback Another no thrills physical spell, but this does knock back, which has a possibility of interrupting spells cast by mage mobs. This is helpful on high agility/evasion mobs since it's very strong (more than -35 AGI) but the effect decays over time, and does 18 damage per tick. lvl 01 - Foot Kick Physical Damage (Blunt) No Thrills, basic low damage spell. lvl 58 - Light of Penance - Magical - Reduces TP with Additional Effect: Blind and Bind (Light) - This sounds useful, but it really isn't since there's no way of telling how much TP you're removing from the target, it isn't as strong as the full TP wipe that the Tonberry get when they use it. But if you don't have magic attack or magic damage, the damage will suffer. It's not even enough MP for an extra head butt. Sushi is also an excellent food to eat, though early levels, it is better to eat Rice Dumplings, since the straight accuracy bonus will be better than the percentage increase you get from sushi, and itll increase your STR and attack as well (good for those sword hits). However, darkness based enemies, and enemies resistant to darkness can resist this spell. Inflicts Doom on target. It's nice if you burst it once you can do Gravitation. So does Rusalka, a Rank A hunt mark in The Tempest. There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angel's Snack, Dragon Force, and Matra Magic. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. Why the hell do they give us this trait? lvl 85 - Quadratic Continuum - Physical - 91MP - Gorgers - Four hit damage: Damage Varies by TP (Piercing) - Could be a good addition to our bread and butter physical spells (the big 3 or 4 if you count Vertical Cleave). A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. You can also pick this up from the Mechanoscribe in Act Two of the Masked Carnivale fight #24 Amazing Technicolor Pit Fiends. Replace hysteric barrage with this. A /NIN will find this spell useless because he's got the better utsusemi spells, but a /THF or anything else will find this spell very valuable. But it may not last the whole fight, and if there are any other mobs around you, if can aggro them too if they're in front of you. Also, another big problem with this spell is that it is hit or miss. Creates Max HP Boost with other spells. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell. You could always use +10 Acc for your physical spells, and the spells it uses are useful. Also, summoner's magical (or Physical) blood pacts also don't get mimicked by Colibri. Unbridled Knowledge - It's a long lasting stun (terror), stronger than Jettaura, and actually useful for delve I (Shark, T-Rex, and Bee) boss runs. It lasts for 60 seconds, so you can use it before a weapon skill for increased damage. You do NOT have to be hit by the spell to learn it. Combines with Cimicine Discharge to make Magic Burst Bonus. If you are instancing with other Blue Mages for spell learning, dont finish the fight until all Blues have been raised, if at all possible. Try this only if you cant get a synced group. Deals unaspected damage with a potency of 1,500 while incapacitating self. 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Blue Mage ability that requires 20 ABP to learn that life belt in Alexander: of...