They do this by first witnessing the enemy use the spell, then defeating that enemy. Physical spells are capable of being combined with Sneak Attack and Trick Attack. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. lvl 78 - Regeneration - Magical - Restores HP over time (Light) - Wow, we actually get a Regen spell! You need to use Unbridled Knowledge to gain access to this spell. It is also good when fighting large amounts of weak enemies, like farming, or certain assault-type missions with weak enemies (see Body Slam). It is available for Blue Mage . Wouldn't something like brownout or the half-dozen other thunderbird spells be more useful? lvl 61 - Maelstrom - Magical - AoE Water Damage with Additional Effect: STR Down - Another costly nuke that has INT as a main modifier, with a MND secondary modifier. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. With Chain Affinity, TP modifies damage. Makes the evasion bonus trait. lvl 99 - Erratic Flutter - Magical (Wind) - 92 MP - Wamoura (Vermin) - Self-Haste II - Wind - A godly spell, giving you a 30% potency haste II effect on yourself that lasts 5 minutes. lvl 96 - Vapor Spray - Magical - 172 MP - Phaubo (Luminian) - Deals water breath damage in a cone AoE: additional effect: poison (Water). The Blue Magic Spellbook displays all learned blue magic spells for blue mages. Make of that what you will! 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. For Carcharian Verve, it only affects the aquaveil duration, I've heard, and not the magic/physical attack bonus. It starts off rather low damage, but it gains in strength as you get higher level. Another killer trait. Adds the Skillchain Bonus trait when set, with no other spells required. So, if you like collect-a-thon, single-player experiences, this limited job could be for you. 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. It heals yourself and all party members in range (but not alliance members). How do you know what stat to boost for what spell. It stacks with other attack bonus buffs too (P. Embrace ATK or Triumphant Roar ATK, P.Embrace's M. Attack, Amplification or Memento Mori). If your spell misses, youll see a message like: *Your Name here*s spell has no effect. You dont want to see that, so youll end up gearing yourself similar to any other damage dealer, like DRG, SAM, DRK, MNK, or WAR for example. Use subduction instead of this for it has a bigger AoE, more efficent damage, and gravity II effect. When effect expires, the target will be KOd. The Ram's Voice is the first part of your fast clearing combo, vast majority of dungeon enemies are vulnerable to being frozen by the Deep Freeze effect of this spell. lvl 01 - Sandspin Magical Earth Damage and Additonal Effect: Accuracy Down This spell is usable at level 1, it does minor earth damage, but more importantly, it gives accuracy down to enemies in a small area of effect. The accuracy down effect doesn't seem to last as long as Sand Spin's. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. Keep in mind you can't counter through shadows, so going /NIN with shadows up is pointless. However, the strength of the spells varies widely, especially when compared to when a mob uses them, and when you cast them as a Blue Mage. Dark Knights' absorbs are mimicked back at their caster, so if a DRK tries to absorb-TP, if he's not fast enough, he'll get his TP absorbed back, Bard songs are affected so a BRD can get hit by his own lullabies or requiems, ninjutsu gets mimicked back at their casters. However, darkness based enemies, and enemies resistant to darkness can resist this spell. So, if you need more accuracy, you can cast Warm-Up. (Try server hopping, its probably active. Maybe try to upgrade this second. A winner for the Bind effect, and cheap INT/MND from setting it. This spell does generate a lot of hate, so it can be used as a hate tool. But nothing will replace the cheap, fast Head Butt. This is often the easiest way since you can do it solo without needing a partner or a group. They gave PUP no chakrams, but gave them throwing skill. So, this isnt worth casting. It's still not as useful as MP Drainkiss because of the longer recast time (180 seconds instead of 90 seconds for MP drainkiss), twice the MP cost, and less MP drained unless you have a LOT of MND gear, light staff/HQ light staff, magic attack bonus, etc. You can also get this spell from the last boss of Dusk Vigil if you really want to bother. Though this CAN be useful later on, just when you want to spam a low damage spell just feed a mob TP so you can learn a spell. It's dark based, it's like sleep II (90 seconds), so if you need an extra sleep, it's there. lvl 40 - Terror Touch - Physical - Damage (Blunt) and Additional Effect: Attack Down - It's useful only for the attack down effect, it has a long cast time for physical spells. Can be combined with other spells for the dual wield trait. You can also solo unsync a run of Tam Tara (Normal) and get it from the last boss. This is a nice upgrade, it'll give you +100 TP bonus to physical spells when using efflux. Counters enemies with ice damage every time you suffer physical damage. 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. It lasts for three minutes, but wears off after you get hit by a physical attack. It's silences, but it is a gaze attack, meaning you need to be facing the mob's face for the silence to stick, else it has no effect. I'm trying to complete my blue mage book but while fighting gliding bombs, I keep letting them self-destruct but I still don't learn the spell. It is affected by MND, and has a soft cap at 180 HP. Physical spells are different from magical nukes. A Blue Mage 's sole purpose is to protect the empress of Aht Urhgan. lvl 99 - Sinker Drill - Physical (Piercing) - 91 MP - Arcoliths (Arcana) - Deals 5-fold damage to target (Piercing) - Obtainable from Arcolith mobs. lvl 64 - Feather Tickle - Magical - Reduces TP (Wind) - A use challenged spell, since it doesn't do a full TP wipe, you can't really tell how much you're decreasing the mob's TP by. lvl 32 - Sound Blast - Magical - AoE INT Down (Fire) - Lowers INT, making enemy spells do slightly less damage, and decreasing magic defense (which is dependent on INT). Useless, unless you set all three spells that give gilfinder, to get an upgrade to treasure hunter. Is this supposed to be stronger than Thunderbolt? Also, DEX gives you accuracy which brings us to the next big point: physical spells are dependent on main hand accuracy. It is possible to solo job points in certain camps as a Blue Mage using the subduction mana-burn method. lvl 38 - Jet Stream - Physical - Three-Fold Attack (Blunt) - This is Bludgeon's big brother, it uses more MP, but it's stronger. +10 HP won't save you from anything. lvl 99 - Diffusion Ray - Magical (Light) - 238 MP - Chariots (Archaics) - Deals light damage to targets in range (frontal AoE) - Obtainable from Chariot mobs. To learn Blue Magic, all spells (with the exceptions of those listed under "Special Means") are learned by defeating a mob after it has used the spell you're looking for. However, it has a short duration, both the blind and silence last 1 min max I think. No one is going to equip sand spin for the damage. Deals unaspected damage with a potency of 130 to all enemies in a cone before you. A lot cheaper than magic fruit. But attack, while it should not be neglected, does NOT affect physical spells. This spell isn't so good against mobs that have high evasion or high defense. People make magic accuracy magian swords thinking it helps their spells, it'll help prevent resists from head butt stun or other additional effects of spells, it won't help the spell ITSELF to hit, just additional effects. Also, Bomb Toss is dependent on INT for damage. Its like rock-paper-scissors that goes on like this: Beasts beat Lizards which beat Vermin which beats Plantoids which beats Beasts, Aquan beats Amorpha beats Birds beats Aquan, Undead and Arcana oppose each other, Dragons and Demons oppose each other, Lumorian and Luminion (two types of creatures in sea) oppose each other, and Beastmen stand on their own. Their base accuracy is determined by your main hand weapon's accuracy. By the time the spell animation is over, you could cast it again. You may also learn the spell while in a party. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. No idea how potent the effect on this spell is. Doing instances either premade with no Unrestricted options selected or with both Unrestricted and Level Sync options make the spell a 100% learn rate. You won't really resist sleep from a mob that uses it that's strong enough to sleep you. However, as a blue mage spell, this costs 350 MP! 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. lvl 97 - Thunder Breath - Magical - 193 MP - Wyvern (Dragon) - Deals magical lightning breath damage to enemies in a cone AoE (Lightning) - Deals 67.5% of your current health in thunder damage. But it does darkness with expiacion like vertical cleave. It's not even enough MP for an extra head butt. So, for example, you claim your NM on Earthsday. Very costly light base fan-shaped nuke. It's a great spell for your regular rotation of non-CA/Efflux spells. However, spells you get inside of dungeons, like Mind Blast, will require you to meet the level requirements of that dungeon. If you're in a party with other Blue Mages and one person learns the spell, everyone else will, too. You can also get this in the #24 Masked Carnivale fight Amazing Technicolor Pit Fiends from the Act Three boss, Epilogi. This guide was created with the intention of informing aspiring Blue Mages of the usefulness of spells at different levels. This spell needs a lot of accuracy for all 5 hits. Blue Magic skill determines the damage rating (D-rating) of physical blue magic. This spell starts of weak, but when you get higher level, get more powerful, around level 70+, you will see that this is one of your strongest physical, non-SA spells. lvl 69 - Regurgitation - Magical - Water Damage with Additional Effect: Bind - Another bind spell, it seems to stick quite well in early tests, and costs a single magic set point. lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. See where I'm going with this? Unlike other jobs that acquire new abilities when they level up, Blue Mages must learn their spells from enemies. The spell has no cast bar; it is the tank buster. For whatever reason, both Blue Physical AND Magical spells can't get mimicked by Colibri. lvl 50 - Self-Destruct - Magical - AoE Fire Damage (dependent on HP) - You know that attack that bombs do? As of now, there are well over 100 blue mage spells. But you need to be fully healed to get the full damage from them. Some of them are a lot easier to learn than their "outside" options (Frenetic Rip/Animating Wail for example). lvl 28 - Bomb Toss Magical Fire AoE Damage This spell is useful for only one thing, the STR +2 stat bonus it gives when set. Deals fire damage with a potency of 130 to all enemies in a cone before you. To unlock Blue Mage spells, you have to first witness a monster using that spell in combat and then defeat the monster. It probably works similarly to Leafstorm and Acrid Stream in that it's INT based and heavily modified with magic attack. Magical spells have different element types (earth, fire, wind, etc. As mentioned before, Blue Mage gets a massive bonus to experience from defeating enemies in the open world (outside of FATEs and duties). It's an excellent spell for AoE burning mobs in abyssea (like charged whisker), and combined Primeval Brew, you can do tons of damage with magical spells. It's weird, it seems less accurate than vertical cleave. Works similarly to Paralyzing Triad in terms of damage: it doesn't seem to have a stat mod. We know the entire spellbook thanks to a leak from Redditor u/ZeroTheBardbarian, and where they can all be found thanks to diligent work from Aleu Lyehga and Atria Baanyu, so all credit to them. INT based modifiers. I don't know how potent the attack down is on this spell. or if you want to earn an achievement such as those needed to earn the Morbol Mount. You can solo Distortion (Water and Ice) with this spell: Savage Blade > Disseverment > Distortion. If you need another stun that can do decent damage, you can set this (also part of the Store TP trait combo). Only when Chain Affinity is used will TP affect your spells. It's trash. There is a big misconception among new BLU with physical magic and TP. Just note that stun can be resisted, it helps to have magic accuracy as well as haste in your gear set for casting this spell. 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. It's more expensive for a cure, but as you gain higher levels, you get higher cures and more HP. You can also get this from a synced or unsynced run of Sastasha (Hard). lvl 36 - Pinecone Bomb - Physical - Damage (Piercing) and Additional Effect: Sleep - The damage isn't that great, but that's not why you set this spell. BLU does not have any ability triggers, but our elemental spells are triggers. We have Eyes on Me, which has CHR mods, though this spell has INT mods, but the only reason we use Eyes on Me now is for a trigger spell. Has the fragmentation SC property. lvl 38 - Blank Gaze - Magical - Gaze attack Dispel (Light) - It's unique because it's a light based dispel like BRD's magic finale. Recovers X HP over time. Use this always. This only works on your melee (not sure about ranged attack) damage. I can't even use this spell yet. lvl 46 - Magnetite Cloud - Magical - Earth Damage and Additional Effect: Weight - it does more damage than Mysterious Light, since the damage is based off of your HP (like a breath spell), but it's expensive at 86 MP per cast with a long cast time. It hits more times than thrashing assault, with STR and DEX mods. This one is very strong when combined with Sneak Attack. It adds more damage to your next spell of any kind. MND has no effect on it like Metallic Body, and unlike the White Magic Stoneskin spell. This process must be repeated until the spell is learned. You can't choose which physical attack you want to shrug off, so if you want to avoid a TP move, if you get hit by a melee hit, you'll lose the buff. lvl 71 - Triumphant Roar - Magical - Self-targeting, short lasting +15% (38/256) Attack bonus - This spell is like Warcry, but self-targeting (unless you use diffusion). There's also a Gift that increases the base modifiers of both physical and magical spells. This makes the Blue Mage extremely versatile skillchain partners once we reach level 40 for Chain Affinity. I've seen a video of a BLU using grudge, thermal pulse, and charged whisker, along with sanguine blade to solo Shinryu with a Primeval Brew. However, you'll want to equip this as soon as you can, because it can be used for auto-refresh. Blue mages begin with 4 0- level spells and gain an additional 0- level spell every three levels after 1st level. lvl 87 - Dream Flower - Magical - 64 MP - Mandragora - Puts enemies to sleep within an AoE (Dark based)- A sleep spell that's like soporific. However, it isn't that useful, since your sword damage isn't as good as say a WAR's dual wielding axe with rampage, or any higher level G-Axe skill. Don't leave the mog house without it. If only more buffs increased our physical spells' damage. Cancels auto-attack upon execution. The spell description says, "Accuracy varies with TP." lvl 69 - Hysteric Barrage - Physical - Fivefold attack (Blunt) - This is the second attack of what is called by many BLU: "the big three." lvl 56 - Feather Barrier - Magical - Evasion Bonus (Wind) - This gives you an evasion bonus that lasts even less than cocoon does, it lasts only 30 seconds, making it's usefulness limited. Max this out immediately, it's the most important job point you can get. A very strong, single target, physical spell. lvl 08 - Queasyshroom Physical Damage (Piercing) and Additional Effect: Poison (3 HP/tick) This spell has some use, while it has a weak poison effect, in ballista, this spell STRIPS all shadows from Utsusemi, which is useful. It might be a good time to start leveling your cooking skill. Most BLU/NIN prefer (due to the lack of SA) to use distortion, since disseverment is such a powerful spell in most cases, and the skillchain will do more damage than Light, surprisingly. Restores own HP and the HP of all nearby party members by an amount equal to your current HP. Depending on the rank of the spell (going from one to five stars),. 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. Water Bomb can be used for Conserve MP. Grants the Counter job trait with other spells. You will need to learn this spell to gain access to the level 30 Class Quest Scream Blue Murder, You can also get this from the last boss of Amdapor Keep (Normal). You might even need to sub a mage job to get more INT and magic attack bonus to do more damage with his magical blue spells (like Bomb Toss or Eyes of Me). You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. But they are for the accuracy down. lvl 79 - Animating Wail - Magical - Haste (15%) (Wind) - 15% haste that lasts for 5 minutes. 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