I dont recommend this. Also, Bomb Toss is dependent on INT for damage. However, it takes some fancy macroing and timing to do decent damage with self-light (which would involve using Sneak Attack and DEF, STR, and VIT gear). Physical spells are different from magical nukes. Even if you cast it, the enemy will probably still use a TP move anyway. lvl 52 - Filamented Hold - Magicial - Slow in a Fan-shaped AoE (Earth) - It's a stronger slow than the slow that Sprout Smack gives, so it can be useful for soloing if you want a mob to attack slower, it gives 25% Slow. lvl 34 - Death Ray - Magical - Darkness based damage - It's interesting since it's one of the few darkness based nukes, but at 49 MP, (opposed to Bludgeon's 16 MP cost) it'd be cheaper to just cast anything else instead, besides the fact that you need CHR to get it to do decent damage. Except when bombs do it, they die, and this just reduces you to 1 HP, not only that, but it weakens you as if it DID kill you. It's trash. The spell has no cast bar; it is the tank buster. Delivers a jumping attack with a potency of 80 to target and all enemies nearby it. 6 set points. The amount of TP given back to mobs can be reduced by subtle blow, so a BLU/THF with Raja's ring for example, gives 5% less TP to the mob with all their attacks, including physical magic. However, trick attack transfers the enmity (hate) gained from the WHOLE spell onto your trick attack partner, so it works with multi-hit spells like Bludgeon and Jet Stream. However, early on, you may find you can pseudo-cure tank in the dunes. lvl 80 - Blazing Bound - Magical - Deals damage to an enemy (Fire) - It's some sort of fire nuke. Also, from the September 2008 update, the new Blue Mage Job-specific Mythic WS Expiacion allows you to solo Darkness. List of Spells See also: Blue Mage Spells Learning Guide and List of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. 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. But other than that, not that useful. I was able to solo Stone Vigil (Hard) on a max level Blue to the second boss and pick up the spell with no problem but it was relatively slow. Only learnable by defeating Toujl or achuka, the mega boss of Morimar Basalt Fields Delve or by defeating Achuka in the morimar Wildkeeper Reive. The damage this spell does isn't considerable, but the paralysis can come in handy. Combines with demoralizing roar to make Double Attack. 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). ), The dungeon spells that you need to learn to complete the Blue Mage class quests are 100% drop even when unsynced, but I can confirm that it is. lvl 95 - Harden Shell - Magical - 20 MP - Adamantoise (Aquan) - Increases Defense (Earth) - Unbridled Knowledge - Gives a large (+100%) defense buff. The magic attack bonus increase is unknown though. Gifts are bonuses you gain for have enough job points spent. lvl 48 - Blood Saber - Magical - Drains HP from all mobs in range (Darkness) - Seems fairly pointless in most situations, it's not as strong as Digest, and if you're getting pummeled a bunch of mobs, you're better off trying to sleep them all than draining their HP. Blue Mage must be set as main job in order to learn Blue Magic. This action does not share a recast timer with any other actions. Learning blue mage spells is associated with the following achievements: From Final Fantasy XIV A Realm Reborn Wiki, Alexander - The Burden of the Father (Savage), https://ffxiv.consolegameswiki.com/mediawiki/index.php?title=Blue_Magic_Spellbook&oldid=497900, About Final Fantasy XIV A Realm Reborn Wiki. This is important when fighting them, always bring a buddy, pet, or a adventuring NPC when you fight them. Stack on STR, since it has a STR 50% modifier for it. It has a fairly long range compared to MP Drainkiss for example. Cannot be executed while bound. This spell is beastly if you gear right for it. There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. Deals lightning damage with a potency of 130 to all enemies in a straight line before you. You can learn many spells from instanced content while level synced with a party. Doing instances either premade with no Unrestricted options selected or with both Unrestricted and Level Sync options make the spell a 100% learn rate. 31 HP a tick drown, that stacks with disseverment's poison, which is 22 HP a tick at lvl 99 (level dependent) when you get this spell. It hits more times than thrashing assault, with STR and DEX mods. That means dual wielding magic damage clubs to maximize damage. lvl 99 - Subduction - Magical (Wind) - 27 MP - Maroliths (Arcana) - Deals Wind damage in an AoE with additional effect: Gravity II - 6 Set points - A very good AoE nuke when combined with an INT/Magic ATK/Magic Damage+ set. So, soon youll find that Pollen becomes less and less useful, and you would want to replace it with another spell thats more useful. Once youve attained the Soul of the Blue Mage Soul Crystal after completing the quest, Out of the Blue, youll be able to get cracking with your monster hunting adventure. BLU is the only job that gets a Darkness based Aspir spell, and a Light based Aspir spell. As mentioned before, Blue Mage gets a massive bonus to experience from defeating enemies in the open world (outside of FATEs and duties). lvl 74 - Magic Hammer - Magical - Light Damage and Additional Effect: Aspir - This spell does damage, and drains an amount of MP from the mob equal to the damage dealt (only if the mob has any MP). No one is going to equip sand spin for the damage. Important Note! To learn them, once youve fulfilled the requirements, speak to Wayward Gaheel Ja in Uldah at (12.5, 13.0) (the Milvaneth Sacrarium) and he will give you totems. A short term crowd-control/interrupt/stun move. lvl 38 - Blank Gaze - Magical - Gaze attack Dispel (Light) - It's unique because it's a light based dispel like BRD's magic finale. It does a lot of damage, on par with Disseverment, if not more on higher defense mobs. Fairly fast recast time compared to sleep spells, but the sleep doesn't last as long as the spell Sleep (though the duration depends on how much TP you have if you use Chain Affinity). The Arch Demon final mob in the level 58 Ishgard levequest Necrologos: His Treasure Forhelen can drop this spell, though its not guaranteed and if he doesnt drop it youll have to truck all the way back to Ishgard and pick up the levequest again to redo it. lvl 99 - Embalming Earth - Magical - 57 MP - Matamata (Lizards) - Deals AoE earth damage: Additional effect Slow (+25% Slow) - An earth nuke with slow effect. This guide was created to explain which spells are the most useful, when to use certain spells, and so forth. ( BLU and SMN spells can't be mimicked because they are considered as TP moves Aluard, Ragnarok). No idea how potent the effect on this spell is. Enhances the potency of Conserve MP while under the effects of Unbridled Wisdom. lvl 65 - Zephyr Mantle - Magical - Blink (Wind) - The usefulness of this spell varies on your subjob. Dependent on MND. - It's a nice attack, it's conal, so you need to be careful with it. Blow noxious breath on all enemies in a cone before you, inflicting Slow +20%, Heavy +40%, Blind, and Paralysis. lvl 69 - Hysteric Barrage - Physical - Fivefold attack (Blunt) - This is the second attack of what is called by many BLU: "the big three." CDC mixes really well with double/triple attack. If the leve doesnt appear on the list at first, take another leve and finish it and this one should appear. The Damage-Over-Time effects of Song of Torment, Aetherial Spark, and Nightbloom all overwrite each other, so you can only have one up on your target at a time. Set this. 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. Helps azure lore physical spells' damage a bit. Shares a recast timer with Glass Dance. Costs 7 spell points. It can create the trait Magic Burst Bonus. lvl 89 - Delta Thrust - Physical - 28 MP - Peiste - Three-fold physical attack with additional effect: disease. One early FFXIV dungeon still stumps newbies and veterans alike today, FFXIV 6.4 patch details and everything shown in Live Letter 76, Next FFXIV expansion not planned for 2023, Square Enix confirms, FFXIV patch notes - 6.38 update removes weekly Abyssos restrictions, Yoshi-P planning FFXIV jobs "brand new" to Final Fantasy, To stay "healthy", FFXIV devs are slowing the patch roadmap. Deals ice damage with a potency of 130 to all nearby enemies. lvl 72 - Sub-zero Smash - Physical - Frontal Cone physical damage (Blunt) with Additional Effect: Paralysis. The spell has no cast bar; it is the tank buster. It is overridden by stoneskin, and is affected by your level and blue magic skill. lvl 08 - Cocoon Magical Defense Bonus +50% This is also a very useful spell, this increases your DEF by 50%. This can be useful with a ninja tank for keeping up shadows. Requiescat to CA quad. The A rank hunt mark Luminaire found in this same zone also uses this. Set this as soon as you hit 81, you will not be disappointed. if your skill and magic accuracy isn't high enough the gravity won't land. The effect decays over time, so the mob will regain VIT gradually. Cannonball uses defense and VIT, as well as STR as modifiers, so it requires a specialized build. lvl 73 - Ram Charge - Physical - Physical Damage (Blunt) with Additional Effect: Knockback - A rather useless spell that has the same stat modifiers as the Sword Weapon Skill Savage Blade (STR 30% MND 50%). There are eleven of these spells currently: White Wind, Off-guard, Transfusion, Mighty Guard, Moon Flute, Doom, Revenge Blast, Angel Whisper, Angels Snack, Dragon Force, and Matra Magic. Must use Unbridled Knowledge to use this spell. 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. Deals unaspected damage with a potency of 50. You can also get it from the B-rank hunt target Gyorai Quickstrike in this same zone. You may also learn the spell while in a party. lvl 92 - Water Bomb - Magical - 67 MP - Poroggo (Beastmen) - Inflicts water damage to enemies in an AoE: additional effect silence (Water). (Important Note:A new spell called Basic Instinct, made available with the most recent set of Blue Mage spells, makes it possible for a Blue Mage with a decent set of spells to solo every 4-man instanced dungeon up to level cap while synced, and even some of the easier 8-man synced content. The sleep is Darkness based. You would be disappointed the first time you cast this spell and it does minimal damage. This normally isn't that important, but just be aware that a BLU spamming multi-hit spells may cause the mob to use TP moves faster. First, it's worth noting that the. You can also get this from a synced or unsynced run of Sastasha (Hard). This WS would make this an even better skillchain to do than the Disseverment Distortion that most BLU/NINs do. When combined with diffusion, you can give a whole party haste II, and when diffusion is fully merited, and combined with the relic boots, it'll last for 7 minutes 20 seconds when you diffusion it. However, if you deck yourself out in full CHR gear, youll find you may not do as much damage as if you decked out in STR. Very situational. Refueling is overridden by the white magic spell Haste. MND has no effect on it like Metallic Body, and unlike the White Magic Stoneskin spell. 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). So it only potentially has use when you're using /THF (cannonball), /RDM (magic nukes), or /SCH (healing, campaign battle). All Blue Mage spells can be used at Level 1. A winner for the Bind effect, and cheap INT/MND from setting it. lvl 38 - Uppercut - Physical - Damage and Additional Effect: Knockback (Blunt) - It has some nice stats when set, and can also be used to make the Fusion skillchain, but it's not as strong as Jet Stream. When they blow themselves up? To learn more spells for your Blue Magic Spellbook, you . It's useless. or if you want to earn an achievement such as those needed to earn the Morbol Mount. That is because it is modified at first by Strength, then by charisma. Maybe try to upgrade this second. Blue Mage Spells Learning Guide See also: Blue Mage and list of blue mage actions When you defeat an enemy after it has used that spell, you have a chance of learning it. 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. Must use Unbridled Knowledge to gain access to the spell. lvl 84 - Auroral Drape - Magical - 51MP - Weeper - AoE Blind and Silence (Wind) - It blinds and silences the target, a nice two-for-one enfeeble. This is hard to prove but my anecdotal evidence says that this IS most likely true. lvl 98 - Amorphic Spikes - Physical - 79 MP - Flan (Arcana) - Delivers a 5-fold physical attack: damage varies by TP (Piercing) - Another good, strong physical spell. Learning is a Level 2 Blue Mage ability that requires 20 ABP to learn. Our spells and everyone else's WSs will produce more TP than this will be able to control. As fun as it is to go pew pew, I don't see this being THAT useful unless you need light damage. lvl 12 - Battle Dance Physical AoE Damage (Slashing) and Additional Effect: DEX Down This spell can help you decrease accuracy further (though not as well as Sandspin), but the damage isnt stellar, and you dont see a huge change. lvl 01 - Pollen Magical Recovers HP Also usable at level 1, this should be one of the first spells you should try to get. Doing darkness with this spell, if it hits multiple targets, it does several darkness SCs on the mob you were initially targeting. lvl 74 - Reactor Cool - Magical - Defense bonus and Ice Spikes (Ice) - This spell increases your defense, and gives you ice spikes that can paralyze when a mob hits you. This works exactly like the white magic spell Blink except for one thing. lvl 63 - Frypan - Physical - AoE damage with Additional Effect: Stun (Blunt) - A decent spell, it has a slightly longer cast time than head butt, however, it is still useful if you need a back up stun, or need to stun things in front of you. lvl 68 - Warm-Up - Magical - Accuracy and Evasion up on the caster (Earth) - A very useful spell in cases you need accuracy/evasion, and don't want to use food, or food just isn't enough. First, however, youll need to know how to unlock Blue Mage in Final Fantasy XIV. Plus, the Job can be extremely useful during Itinerant Moogle sessions for blazing through content with specialized groups and load-outs. 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. An unbridled learning spell. Magic damage doesn't affect it, but dark affinity will (Pixie hairpin +1, etc.). It's weird, it seems less accurate than vertical cleave. Regular blink gives you 2 shadows, this spell gives you 4 shadows. With Chain Affinity, TP modifies damage. It can also be used for getting Conserve MP. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. There is a big misconception among new BLU with physical magic and TP. Has the fragmentation SC property. Also, this spell can create Darkness (Darkness, Earth, Water, and Ice) when used in a skillchain with another BLU (Vertical Cleave) or any other weaponskill that has a Gravitation property (see a Skillchain chart). Gives job trait Magic Defense Bonus on it's own. Shrapnel in Cutters Cry. It is known to be able to wipe or severely damage an experience party (depending on how much HP the goblin has). 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). Only other jobs that get free haste are RDM and WHM with their own Haste spell. If you know of other places to get these spells that Ive missed, please let me know! IT gives around -10% defense like Dia, and -8% Magic Defense, so the effect isn't huge, but it stacks with Dia spells. It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. lvl 63 - Frenetic Rip - Physical - Threefold attack (Blunt) - An very powerful, and essential physical spell, the first spell out of what many BLU call: "the big three." They take a lot of MP to cast, but wont do as much damage (also running the risk of being resisted) compared to the MP it cost to cast it. lvl 58 - Flying Hip Press - Magical - AoE Wind Damage based on current HP - If you need another breath-like spell early on, here is one. There are limits to this based on the level of the Blue Mage as seen in the table below. 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. Some enemies have resistance to some damage types (slimes are resistant to physical damage), while some are weak against others (pots are weak against blunt damage). This is useful even at high levels and in BCNMs. You won't really resist sleep from a mob that uses it that's strong enough to sleep you. It's a second AoE stun like Temporal Shift, but less reliable, but it costs less spell points to set. This means you can't use it for some content, such as Duty Roulette or completing the main campaign, but it can be used in the open world and instanced content when using a pre-made party. It's got good enough damage, probably better than eyes on me. Obtaining the Blue Mage job To obtain the Blue Mage job, you must complete the quest An Empty Vessel . Used for the Double Attack/Triple Attack job trait. Most of the time in fact, against strong mobs, the spell will fail. However, the skillchain properties are liquidation/scission, so it's not good for Skillchains. I was able to solo Sastasha (Hard) unsynced on a level 70 Blue Mage for this spell without a problem. But they are for the accuracy down. lvl 30 - Wild Carrot Magical Restores HP to one party member (Light) This is a VERY useful spell, and I wish I had it early on in my BLU career (it wasnt learnable when I started leveling BLU right after the Expansion came out). It also looks funny, it's an actual frying pan being banged in front of you. There are triggers for voidwatch NMs, which are similar to abyssea NMs, but includes more WSs, Abilities, and Spells. Chance of successful attack is low. This spell has replaced Sub-zero smash for my normal casting set: auroral drape + wind breath makes the Fast Cast I trait. Deals fire damage with a potency of 100 to target and all enemies nearby it. It can also be done solo on a level 70 Blue Mage. Oh, and you can do Induration with it if you want the mages to magic burst Ice off of your skillchains. lvl 70 - Cannonball - Physical - Physical Damage (Blunt) - This spell has some range to it, so you can cast it from afar, however, it still stacks with Sneak Attack (ranged attacks and ranged weapon skills like Sidewinder, don't stack with Sneak Attack). The Sturm Dolls in Alexander: Cuff of the Father (A2) also have it. If you're in a party with other Blue Mages and one person learns the spell, everyone else will, too. Deals unaspected damage with a potency of 100 to all nearby enemies. Create a free website or blog at WordPress.com. A way to keep your MP up without a red mage! They're as varied as the enemies that give us our spells. +10 HP won't save you from anything. Because of this, it has limited usage. None of the blue magic unbridled learning spells affect party members. It's a gaze attack where you need to be right in front of the mob with it facing you. Use this always. Use subduction instead of this for it has a bigger AoE, more efficent damage, and gravity II effect. 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). 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. Network N Media earns commission from qualifying purchases via Amazon Associates and other programs. You can learn many spells from open world mobs. For Carcharian Verve, it only affects the aquaveil duration, I've heard, and not the magic/physical attack bonus. However, spells you get inside of dungeons, like Mind Blast, will require you to meet the level requirements of that dungeon. Damage to an enemy ( fire ) - the usefulness of this spell gives you blue mage spell learning shadows points... Etc. ) where you need to be able to wipe or severely an... 81, you Bomb Toss is dependent on INT for damage needed to earn achievement. Used for getting Conserve MP while under the effects of Unbridled Wisdom misconception among new BLU with physical magic TP! A2 ) also have it as it is the tank buster the table below the has... 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