These spells are cast like any other spell, but they do not consume MP and may be used again. You can also get this from Valefor in Labyrinth of the Ancients. Situational, you can't depend on a killer trait to always work. Not a big deal for most BLU spells, because they're already fast, but with homam legs, loq. 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. At level 99, post Adoulin, Job Points and Gifts were added. However, you'll want to equip this as soon as you can, because it can be used for auto-refresh. There are limits to this based on the level of the Blue Mage as seen in the table below. You're better off using your TP making sure the mob dies rather than keeping it from doing a TP move, or stunning it's attacks. Sudden Lunge requires accuracy to hit, and magic accuracy for it's stun effect to land. Recovers X HP over time. It can miss complete, the stun can get resisted (you get a knockback animation if head butt stun is resisted, the mob will get pushed back, then return to its regular position). Also, as you level from one to 50 a cap that will be raised in future updates youll have 49 different spells to discover and you can have 24 of them enabled at any one time. Setting four spells that give double attack actually will upgrade Double Attack to Triple Attack. The famous blue magic spell White Wind. Maybe. 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. You will need to learn this spell to gain access to the level 60 Class Quest Blue Scream of Death. lvl 83 - Benthic Typhoon - Physical - 56MP - Murex - Conal Damage and Lowers target's defense and magic defense. But it can do a lot of damage, especially against birds and imps. 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). 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). If you're a serious BLU, you want to gain as many job points as possible. The amount cured does NOT vary by the moon phase though. Gravity from subduction is more likely to hit. 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 it's extremely dangerous, you need shadows up, stoneskin, and pray the mob doesn't turn your way if it survives. Always keep this equipped, you can alternate using this spell with other DD physical spells. But it only lasts for the first spell you cast, so it's a very time consuming way to increase your damage. lvl 61 - Eyes On Me - Magical - Darkness Damage - Another, stronger Darkness based nuke. Mind Blast is a high level thunder spell that can paralyze. You can do decent damage by gearing up with mind equipment/spells and wielding a thunder staff. You'll want to set three elemental magical spells according to the day the NM is claimed. It's all situational of course, but there are several which you WILL want to use most of the time. Magic damage doesn't affect it, but dark affinity will (Pixie hairpin +1, etc.). Chance of successful attack is low. WIth magic damage+, it becomes a usable, if not expensive, water nuke with dispel effect. You'll never resist gravity from a mob you're fighting. Deals unaspected damage with a potency of 1,500 while incapacitating self. lvl 12 - Feather Storm Physical Damage (Piercing) and Additional Effect: Poison This is similar to queasyshroom, fairly low damage combined with low damage poison. Cannot use when bound. If only more buffs increased our physical spells' damage. lvl 98 - Orcish Counterstance - Magical - 18 MP - Orc (Beastmen) - Increases counter rate (Fire) - Grants a buff (separate from MNK's Counterstance) that gives you a ~10% counter rate that stacks with gear, counterstance, and the counter trait. 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 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. Which are good to use? Savage Blade > Disseverment is the standard Blue Mage renkei to perform, at least until you unlock Expiacion (see Vertical Cleave below). A BLU/NIN gets the Subtle Blow job trait, so they get a larger negative bonus to the TP they get back, and even more so when your BLU/NIN has Rajas equipped, or whatever other equipment you can find that has Subtle Blow (not that there are many). The Denizen of the Dark mob in Necrologos: The Liminal Ones has it. Regurgitation would not work, because it's these 8 specific elemental BLU spells (be thankful they removed 1000 Needles from the list of possible triggers). Situational, I never really use it much, but you can get a. According to someone else's test in ballista, it dispels ALL buffs on all the mobs it hits. You could always use +10 Acc for your physical spells, and the spells it uses are useful. This is actually a great spell, it's cheap to set (2 set points), only 32 MP, it has great damage when not used with CA or efflux, the only problem is that it has a large accuracy penalty compared to other spells. Savage Blade > CA Goblin rush results in a Light skillchain. You will need to learn this spell to gain access to the level 40 Class Quest Blue Gold. Diffusion combined with certain buffs can generate a considerable amount of hate, which can make them useful for tanking situations. Recast timer is reset if target is KOd in battle before the effect expires. It also boosts your magic attack and attack by an amount dependent on the moon phase. 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. The stats it gives when equipped are useful (+3 STR) but heat breath costs 1 less set point, so once you get that, you might want to set that instead of this. However, most BLUs won't opt for that, because they can probably find other uses for those add-on pieces, such as a godly WS hat, or a free BLU hauby (ACC+ ATK+ 10) or something for another job. As a result, a number of spells that used to be available from dungeon bosses are NOT any more. And there you are, all 49 Blue Mage spells and how to get them. It's modified by 20% STR and 50% VIT. Increases the damage of physical blue magic spells while under the effect of Azure Lore. I didn't check the range, unfortunately. Not as strong as Death Scissors, due to the lower STR modifier, but it can be used to make a Accuracy Bonus Trait. lvl 99 - Foul Waters - Magical - 76 MP - Acuex (Amorphs) - Frontal Cone AoE water damage with the additional effect: drown (31 HP/tick) - This is an interesting one. You do NOT have to be hit by the spell to learn it. This trait is shared by Vertical Cleave. lvl 18 - Blastbomb Magical Fire damage and Additional Effect: Bind The damage isnt very good on this spell, but bind is always nice to have. Combines with demoralizing roar to make Double Attack. I have a gear set for fast casting utsusemi. Reduces damage taken by 90% and nullifies most knockback and draw-in effects. lvl 72 - Disseverment - Physical - Fivefold attack with Additional Effect: Poison (Piercing) - One of the few piercing spells we get, and it is the most powerful multi-hit blue magic spell we get. After that, defeat the enemy, and you will have a chance to learn Ice Spikes. After this, you'll then have a chance of learning the spell, but there is a bit of RNG at play. Learned from Wildkeeper Reive Shark, or Shark in Delve. lvl 94 - White Wind - Magical - 145 MP - Puk (Dragon) - Heals party members in the AoE (Wind). Many spells have such a long cast time that it is too hard, or impossible to self-burst off your own skillchain (like 1000 Needles). You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. It costs 9 spell points. Deals fire damage with a potency of 110 to all nearby enemies at a designated location. Does AoE damage for a cheap cost, with the main benefit of removing all status effects from yourself. lvl 89 - Delta Thrust - Physical - 28 MP - Peiste - Three-fold physical attack with additional effect: disease. This spell can helps make the BLU what it is. I don't know how potent the attack down is on this spell. The spell does not normally appear on the last boss if you do all the mechanics properly. I initially used this before I started equipping vertical cleave for self-darkness when I got. 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. Zanshin can increase your accuracy by letting you attack again after missing an attack. You could also do this as a synced run to just past the first boss, where the first Page 64 mob appears. Its good in ballista for getting your opponent to stand still. 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. Has no effect on enemies whose level is higher than your own. lvl 99 - Glutinous Dart - Physical - 16 MP - Velkk (Beastmen) - Ranged piercing damage, damage varies by TP - A spell a lot like cannonball, it's got a range of around 21-22 yalms, but doesn't have the defense modifier for damage. It doesn't require any INT to work well, but just slap on your AF hat when using it against Colibri to increase it's effectiveness (since it has the Monster Correlation increase on it). When you use Sneak Attack with a spell, youll want to macro in ALL your STR gear (with the exception of Cannonball). Combines with Animating Wail to make the dual wield trait. Need the Unbridled Knowledge ability active to cast this spell. A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. Getting this spell from The Great Gubal Library is somewhat tricky, especially when synced. 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. It makes accuracy bonus with disseverment, frenetic rip, or dimensional death. Like Weapon Skills, they also use a variety of modifiers. Took me forever to learn the most coveted Blue Mage spell, but I finally got Flying Sardine, fear me! Try this only if you cant get a synced group. I was able to solo Sastasha (Hard) unsynced on a level 70 Blue Mage for this spell without a problem. However it's much more costly MP wise. People say our physical spells are fast enough, which is true, but what about the magical spells? It can make auto refresh (worth 4 points toward it). lvl 48 - Sickle Slash -Physical - Critical Damage (Slashing) - Very powerful, can be alternated with Jet Stream and Mandibular Bite. These are multi-hit spells that BLU/NIN at high level use do to a lot of damage. Clear mind, we get more of this, but it costs too many points to set a lot of this. It's not like utsusemi, and /THF is mostly dead, so if you're /NIN, you wouldn't bother with this spell at all. Also supposedly does more damage when you cast facing away from the mob. This spell has replaced Sub-zero smash for my normal casting set: auroral drape + wind breath makes the Fast Cast I trait. The turtle is vulnerable to death and flat damage spells; Missile works very well. You will need to learn this spell to gain access to the level 50 Class Quest The Real Folk Blues, Also Sandstone Golem Level 29 Southern Thanalan (24,13), and Basalt Golem Level 34 Outer La Noscea (16,16), Also Gogmagolem, second boss of Copperbell Mines (Hard), Also Azulmagia from Stage 25 Masked Carnivale Dirty Rotten Azulmagia (but honestly, why would you? lvl 99 - Sweeping Gouge - Physical (Slashing) - 29 MP - Raaz (Beasts) - Two hit attack: additional effect defense down - A weaker attack, but gives a defense down effect. It's a great spell for your regular rotation of non-CA/Efflux spells. 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. Savage Blade + Disseverment gives you Distortion, and Savage Blade + Cannonball gives you Light. 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 46 - Geist Wall - Magical - AoE Dispel (Darkness) - Useful, if you can't get in front of the mob, or you need to another dispel (such as for certain assault missions like Lamia No 13), though be careful with nearby mobs, since it is AoE. #8. Has a very expensive MP cost. (NOT just Battle on the Big Bridge keep going! Some spells can be learned solo by taking specific battle leves that spawn mobs who have the spell. Move quickly to the specified location. lvl 60 - Dimensional Death - Physical - Physical Damage (Blunt) - Another spell that's good with Sneak Attack. You can solo Distortion (Water and Ice) with this spell: Savage Blade > Disseverment > Distortion. lvl 81 - Goblin Rush - Physical - 76MP - Goblins - Three hit Physical damage: TP modifies Accuracy - (Blunt) - This spell is really good. This makes the Blue Mage extremely versatile skillchain partners once we reach level 40 for Chain Affinity. People can use Thermal Pulse and Charged Whisker to AoE burn mobs, and solo Shinryu with a Primeval Brew. 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. You can also get this from Mahisha, a Rank A Elite Mark in The Lochs. Its worth having equipped for awhile. Can be turned into a single target by facing away from the target and casting. You do NOT have to be hit by the spell to learn it. Deals unaspected damage with a potency of 10. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. If you get a link, perhaps while fighting undead, whip out sheep song, and all the mobs in a small AoE (centered around you) will fall asleep. It lasts for three minutes, but wears off after you get hit by a physical attack. Spell chances in the open world or Masked Carnivale are RNG based on the number of stars for that spell. Make of that what you will! This increases your physical spells' damage. 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. Somewhat disappointing to see that it's not modified by enmity, but it's probably for the best. Blue Mages may learn special abilities used by the monsters that they, or their allies, defeat. So, for example, you claim your NM on Earthsday. Some other nukes can be useful if the mobs are strong against wind (charged whisker, thermal pulse, etc.). - Fluterinis (Butterfly) (Elemental?) Want to know what Blue Mage spells you can learn? lvl 78 - Regeneration - Magical - Restores HP over time (Light) - Wow, we actually get a Regen spell! It looks fantastic for a cheap healing spell. The drop rate seems to be increased if you do unsynced runs of the Extreme version of this fight. Recast time is 1 minute and takes 3 spell points to set. 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. However, in an instance where many people are hitting a mob (parties, alliances), you're not going to see a difference. 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. Costs a whopping 6 spell points to set. MAYBE with abyssea HP/MP pools it becomes more worth it. They all have a variety of effects. Do not end the fight dead! 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). lvl 04 - Power Attack Physical Critical Damage (Blunt) No thrills, low damage physical spell. Shrapnel in Cutters Cry. Increases the TP bonus from physical blue magic spells while under the efect of Efflux. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. lvl 98 - Pyric Bulwark - Magical - 50 MP - Hydra (Dragon) - Resists physical damage (Light) - Unbridled Knowledge - It makes you physically immune to a single physical attack. The Sturm Dolls in Alexander: Cuff of the Father (A2) also have it. Chance of successful attack is low. It has the distortion SC, making it self-darkness with Requiescat, AND, here's the kicker, it drains 100% of the damage, giving you a very effective emergency self-heal. 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. lvl 99 - Retinal Glare - Magical - 26 MP - Panopts (Plantoids) - Deals light based damage in a frontal cone AoE with additional effect: flash. Spells come from different kinds of mobs that serve different roles in Vanadiels ecosystems. But it's a really useful JA. Work on this first. Also, if you have another BLU with you in a party, you can use CA Disseverment > CA Vertical Cleave for Darkness (or the other way around, the order doesn't matter). Gives Attack bonus job trait on it's own. 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). Monster correlation (bird) will affect the amount of TP reduced (an additional -25 TP). This allows you to stun enemy TP moves, spells, and keep enemies from attacking so you or your party can get utsusemi shadows back up. Network N Media earns commission from qualifying purchases via Amazon Associates and other programs. lvl 79 - Animating Wail - Magical - Haste (15%) (Wind) - 15% haste that lasts for 5 minutes. 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. This brings up another point. It can last a decent time too, like two minutes when not resisted or broken prematurely. It's faster than sudden lunge or headbutt. Only reason you would need to use this spell is if you want to die fast for some reason, like to get tractored somewhere. This action does not share a recast timer with any other actions. lvl 88 - Occultation - Magical - 138 MP - Seether (Empty) - Creates multiple blink shadows (Wind)- It's like zephyr mantle, except it's dependent on magic skill (400 skill gets you 8 shadows). Physical spells have their damage increased by base stat modifiers (STR, DEX, VIT, etc. You'll use hysteric barrage a lot, but you won't use screwdriver by the time you get it. It does a lot of damage, on par with Disseverment, if not more on higher defense mobs. You can also get this from a level 45 Battlecraft levequest at St. Coinachs Find in Mor Dhona. This makes this a priority. You can also solo unsync a run of Tam Tara (Normal) and get it from the last boss. Dual wielding clubs with +magic damage on it, will greatly increase your elemental spells' effectiveness. Divine seal increases the amount healed by this spell, and so does a light staff. I haven't had trouble with most mobs with the gravity landing, except for certain high-high-high level mobs (excluding mobs that outright resist all forms of gravity). lvl 40 - Mysterious Light - Magical - AoE Wind Damage and Additional Effect: Weight - An expensive alternative (73 MP) to the Red Mage's Gravity spell. Must use Unbridled Knowledge to gain access to the spell. The only use for this spell is for fun. Stronger than Digest, Osmosis, and Blood Saber Ineffective against undead. Another killer trait. Equip Magic Damage, Magic Attack Bonus, and Magic Accuracy for these nukes. lvl 50 - Self-Destruct - Magical - AoE Fire Damage (dependent on HP) - You know that attack that bombs do? You blow yourself up. The modifiers are cure potency, and your max HP. When playing as a blue mage, it is possible to participate in duties with other players in preformed or undersized parties. The damage isn't very good though, and if you sub /NIN, enmity is never a trouble, since you can blink through most things with shadows. But it takes a lot of MND equipment to do decent damage, as well as magic attack bonus spells, equipment, and equipping spells for the trait Magic Attack Bonus (unless you sub BLM or RDM). Some of them are a lot easier to learn than their "outside" options (Frenetic Rip/Animating Wail for example). If you know of other places to get these spells that Ive missed, please let me know! Glass dance shares with Veil of the Whorl, The Rose of Destruction shares with Chelonian Gate, Peculiar Light and Off-Guard (your tooltips actually mention this one). Read more: Heres what its like to attend Final Fantasy XIV Fan Fest. Without further ado, heres where and how to unlock all Blue Mage spells in order of difficulty. lvl 89 - Winds of Promyvion - Magical - 36 MP - Thinker (Empty) - Single effect Erase in an AoE effect (Light) - It's like using diffusion with Exuviation, but in one move (excluding the crappy heal)! lvl 18 - Bludgeon Physical Three-fold damage (Blunt) This spell will be your basic, bread and butter attack for awhile. Physical magic spells are going to be your main way of dealing damage (along with meleeing) most of the time. Important Note! 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. Now, you say to yourself, that is a lot of MP for 1k damage. Gives store TP trait on its own, and costs 6 spell points to set. This increases your skillchain damage when you're using chain affinity and trying to skillchain, usually your self-skillchains (like Chant Du Cynge + Sinker Drill = Darkness). However, certain NMs (see Chamrosh) can mimic any kind of magic (including blue magic physical and magical spells, excluding Self-Destruct), so Chamrosh will reflect it. Chance of successful attack is low. Gives Magic Burst Bonus trait on it's own, requires 8 set points. Useless. It's a good Sneak Attack spell when you're BLU/THF. This only works on your melee (not sure about ranged attack) damage. They are only enabled while you are at the appropriate level, and under the effect of Unbridled Learning. lvl 50 - Frightful Roar - Magical - AoE Defense down (Wind) - This spell ranks among the more useful spells. Good against large amounts of weak enemies (like certain assaults like Blitzkrieg or the burning circle fights in Wings of the Goddess like Fire in the Hole). Early on, our skillchain of choice is Fusion and Gravitation (if you use a club, you can do Fragmentation). Depending on the rank of the spell (going from one to five stars),. It's similar to the WS Shockwave in that it does damage and sleeps at the same time, but it's single target. Most of the time in fact, against strong mobs, the spell will fail. Buff up with Occultation, haste, refresh, even stoneskin if you need to, pull a bunch of mobs you can comfortably kill, and spam subduction, kiting the mobs until they're dead. A nice trait, especially for CDC now. Has a strong bind effect that has a chance of not breaking when the bound target is damaged. However, light is not always effective against many mobs. This spell is a bit more consistent in damage than Hysteric Barrage and Disseverment (since it has less hits). For example, if you're fighting colibri, you can't really use sushi on them, because if you get hate, they can take your food away by using Snatch Morsel, and if you use something expensive like Sole Sushi, it'll be hard on your wallet. 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. +10 HP won't save you from anything. It's modified by magic attack bonus and MND. However, when a blue mage sets Bomb Toss, the results are much different. Otherwise, you won't be taking damage. lvl 92 - Heavy Strike - Physical - 32 MP - Golem (Arcana) - Inflicts large physical damage to the target, damage varies with TP (Blunt). 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 . Though it has a rather high MP cost (99 MP), it is useful for fights against mobs with strong AoE attacks. It's only one spell point though, so you could set it with Cursed Sphere for a cheap Magic Attack Bonus trait. Note that many spells have more than one possible option for learning, and my favorite method might not be yours! Since Abyssea came out BLU are wanted for abyssea for yellow (elemental) triggers for NMs. However, its only a self-target spell, meaning you cant use it on anyone else. It lasts for a good few seconds unresisted. Which ones ARE useful though? BLU has a lot of spell triggers, one BLU can only cover half the triggers, you set one half of the elements for BLU try to proc. The damage isnt significant, the VIT down effect is important, especially on mobs like Crabs that have High VIT and DEF. When you use Chain Affinity, the next physical spell you use gets enhanced, damage modifiers or accuracy modifiers will be affected by your TP, and you will lose your TP once the spell is cast. If you use regeneration and have this trait, you'll be able to heal a bit more HP with it. Itll just affect your sword damage. It's stronger than wild carrot, based on MND and on a lesser degree VIT. I have heard stories from some of my other fellow Blue mages on how hard it was to learn the Primal spells before the current patch. 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. ), wearing item level weapons and equipment, blue magic skill (increases each spell's base damage to a certain cap depending on the spell), and things that increase attack (like Nat. Often known as "The Immortals", they possess the ability to mimic enemy techniques. Plus it's got a very very fast recast time. Also Sand Bat, level 38, in Cutters Cry. Makes fast cast with sub-zero smash or bad breath. It might press us one step closer to godhood. It drops off the Coeurls in the first boss fight. Creates the useful Critical Attack Bonus trait by itself. No cap has been determined for spells learned at level 60 or later.