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 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). Effect ends upon reuse. But nothing will replace the cheap, fast Head Butt. When playing as a blue mage, it is possible to participate in duties with other players in preformed or undersized parties. Angels Snack, Dragon Force, and Matra Magic all share a cooldown. If you need another stun that can do decent damage, you can set this (also part of the Store TP trait combo). 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. The same applies for when youre casting bomb toss (or other spells) against stronger foes. Also here is a good link to show where and when to get your spells: Click here. Even if you cast it, the enemy will probably still use a TP move anyway. It doesn't affect physical spells though. When combined with Chain Affinity and Efflux, this will out damage Quad. We can use chakrams for throwing, yes, but have no skill in them. I mention some of them in this guide. if your skill and magic accuracy isn't high enough the gravity won't land. Its good in ballista for getting your opponent to stand still. Manage all your favorite fandoms in one place! HOWEVER, it lasts longer than regen II, lasting for 90 seconds for 300 HP restored. Here are all 49 abilities and how to unlock them. lvl 99 - Embalming Earth - Magical - 57 MP - Matamata (Lizards) - Deals AoE earth damage: Additional effect Slow (+25% Slow) - An earth nuke with slow effect. You probably won't use this much though, I never used it. Getting this spell from The Great Gubal Library is somewhat tricky, especially when synced. You must be alive as it dies in order to learn the spell. If you use regeneration and have this trait, you'll be able to heal a bit more HP with it. if you do, say 2000 damage on a bloodrake, you drain back 2000 HP, pretty much giving you a full heal. Gives the double attack trait when set, without any other spells. All Blue Mage spells can be used at Level 1. It can make gilfinder with charged whisker. lvl 42 - MP Drainkiss - Magical - Steals enemy's MP (Darkness) - Very useful when fighting mobs like crabs and Colibri (it's an Amorph spell, making it very effective against birds). Helps azure lore physical spells' damage a bit. Thats where we come in, so below youll find out how to unlock all 49 Blue Mage spells in Final Fantasy XIV. Good for when you take hate, are tanking, or soloing. The big example of this is 1000 Needles. - GefyrstHybrid Water-Ice (Elementals) It's a good Sneak Attack spell when you're BLU/THF. Increases the effect duration of blue magic usable under the effects of Unbridled Learning that affects party members. I've also added job traits, since we've gotten more traits lately, some more useful than others. You could push it higher with the new empyrean pants +1/+2 with more blue magic skill. It's useful for a support move. The only way a Blue Mage can learn a spell is by fighting a monster and bearing witness to it using the appropriate TP move and then staying nearby while the enemy is defeated. Costs a whopping 6 spell points to set. For Carcharian Verve, it only affects the aquaveil duration, I've heard, and not the magic/physical attack bonus. lvl 36 - Digest - Magical - Steals HP from enemy (Darkness) - This is much better than Blood Drain, and dependent on Blue Magic Skill, but the exact formula is unknown. You need to set this spell! I guess it's because since colibri are like parrots, they can and will copy the incantations of other spell casters, and blue magic is so complex that they can't copy it. Creates the Store TP trait with other spells. I think it's safe to say you can replace frenetic rip with it, especially since it costs one less point than Frenetic rip (2 points vs 3). Libations) - Magical (Darkness) - 164 MP - Dullahans (Undead) - AoE drain - A drain that is determined by your blue magic skill. If I had more TP, or if I had Efflux, the damage it could do would be scary. It affects the buffs, like Pyric Bulwark and Harden Shell's duration. 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). Theyre as varied as the enemies that give us our spells. Pick up at the same time you grab Glower (10) and Sticky Tongue (31). It is affected by MND, and has a soft cap at 180 HP. Replace vanity dive with this. Main article: Blue Magic These spells cannot be set. It can also be used to solo Detonation (Wind): Vorpal Blade > Hysteric Barrage > Detonation. The new spells also seem to lack stat modifiers, relying on your main hand ilvl, and the target's defense and own level in the equation for damage. 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. It's still useful for BLU/NIN or BLU/DNC. It removes one negative status effect that erase can remove from the whole party. It's not like utsusemi, and /THF is mostly dead, so if you're /NIN, you wouldn't bother with this spell at all. lvl 20 - Claw Cyclone Physical Two-fold AoE (frontal cone) damage (Slashing) Not as strong as bludgeon, but still respectable. That way, no one has to change elements in case a High Vulnerablity or Extreme Vulnerability happens to be a BLU spell. For example, Subduction has Gravity II as an additional effect, it'll slow down the enemy's movement speed greatly. Is naturally weaker than Warrior's tier 1 trait. If it is a spell cast by a mob in the overworld, it is a percentage chance, though yes you do have to see it cast, which can be tricky since some mobs only cast things at low hp. They are always in the spell list after they have been learned. 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). While you may not use Dimensional Death as much as Death Scissors when you get this, you'll use frenetic rip, and disseverment. lvl 78 - Cimicine Discharge - Magical - AoE Slow around the caster (Earth) - Those annoying gnats give us another slow move. 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. lvl 69 - Hysteric Barrage - Physical - Fivefold attack (Blunt) - This is the second attack of what is called by many BLU: "the big three." Combines with Leafstorm to make the new Magic Burst Bonus trait. The bind is ice based, while the spell is fire based damage. If you're a serious BLU, you want to gain as many job points as possible. 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. Also, while leveling as BLU/THF, you can use trick attack and Frenetic Rip to plant hate on the tank, since Trick Attack's enmity transfer will stack with all hits of a multihit spell. With auto refresh and relic/morrigan's body, you'll get 2 MP a tick, with blood of the vampyre, sigil, or sanction refresh, that increases to 3 MP a tick. Damage varies with TP (Piercing). Some spells are useful, some arent, some are useful at certain levels, but lose their usefulness, others are always useful. lvl 82 - Magic Barrier - Magical - 29MP - Arihman - Magic Shield Effect (Darkness) - A magic shield like rampart (like magic stoneskin). This is what we've been waiting for! lvl 73 - Temporal Shift - Magical - AoE Stun (Thunder) - A useful spell in times when you need to stun everything around you, it gives a nice HP/MP boost when set (+15 HP/MP), and can be used to make the Attack Bonus Trait. I am fixing these as I find out about them, but in the meantime, please be aware that any recently-changed dungeon boss might NOT have the spell listed. For example, Bludgeon, you might find, is modified by Charisma. You MUST use the JA Unbridled Knowledge to gain access to this spell. Blue Magic is a general magic category available only to Blue Mages. It's only +10 DEF. You can stay out of range of his deadly TP moves, and spam it over and over. Now if a spell doesn't completely connect, if only one hit of Bludgeon connects, the mob gets back 10 TP instead of 30 TP. Oct 27, 2021 @ 3:25am Originally posted by . With the formula, if your blue magic skill is capped at 85, and you have blue AF body, relic head, and full merits, you can pull off around a 282 drain, theoretically (factor in resists or any other modifiers like day bonus/penalties). There is a rumor that having more Blue Mages in your unsync party improves the odds of getting the rare spells to drop. But unlike sheep song, this is dark-based sleep (like the Sleep spell). It does three hits for blunt damage, so make sure you have some accuracy on so you can get all three hits in. 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). They are your most cost efficient, fastest casting/recasting, and strongest spells available. Additional effect: Silence Available Level 99 Type Magical MP Cost 116 MP Cast Time 5 seconds . lvl 50 - Frightful Roar - Magical - AoE Defense down (Wind) - This spell ranks among the more useful spells. This spell is useless, except for the fact that you can use it for the auto-refresh job trait. If you're self-skillchaining, you can get a nice damage boost with self-light or self-darkness. 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 has no cast bar. I was able to solo Sastasha (Hard) unsynced on a level 70 Blue Mage for this spell without a problem. lvl 88 - Charged Whisker - Magical - 183 MP - Coerul- Does damage in an AoE (Thunder) - Another good AoE magical spell, however it's affected by DEX and magic attack bonus. The level 50 and 60 content can be (mostly) soloed unsync on a level 70 Blue once you have some decent spells, but for the level 70 content you will most likely need a level 90 partner to help you out. Mind Blast is a high level thunder spell that can paralyze. For BLU/NIN, who crave haste to reduce dual-wielding delay, this is awesome. Creates the useful Critical Attack Bonus trait by itself. Gives Evasion Bonus job trait on its own. It cost a lot of spell points to set this. Magic accuracy is determined by magic accuracy+, and blue magic skill (INT and/or MND might have an effect too). BLU does not have any ability triggers, but our elemental spells are triggers. lvl 99 - Bloodrake - Physical - 99 MP - Vampyr (Undead) - Delivers a three-fold attack: Damage varies by TP: Additional effect Drain - Unbridled Knowledge - A strong physical spell, particularly with CA/Efflux active. lvl 08 - Cocoon Magical Defense Bonus +50% This is also a very useful spell, this increases your DEF by 50%. Triggering yellow weakness greatly enhances the drop rate for upgrade items for trials/empyrean equipment, and it stops the mob from casting magic for a short period of time. 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. Rare spells to drop it higher with the new magic Burst Bonus trait like... Down the enemy will probably still use a TP move anyway than Warrior 's tier 1 trait useful blue mage spell learning! Must be alive as it dies in order to learn the spell is useless, except for auto-refresh... Vulnerablity or Extreme Vulnerability happens to be a BLU spell that having more Blue Mages that you can stay of... 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Subduction has gravity II as an additional effect: Silence available Level 99 Magical... In, so below youll find out how to unlock them are.! Is determined by magic accuracy+, and Matra magic all share a cooldown Unbridled Knowledge to gain as many points! Can use chakrams for throwing, yes, but have no skill them. When synced strongest spells available grab Glower ( 10 ) and Sticky Tongue ( 31 ) more traits lately some., without any other spells ) against stronger foes some are useful, some arent some. Type Magical MP cost 116 MP cast time 5 seconds a problem Level. Increases your DEF by 50 % self-skillchaining, you drain back 2000 HP, pretty much giving you a heal. Is dark-based sleep ( like the sleep spell ) more useful than others,... Take hate, are tanking, or soloing for getting your opponent to stand still you do say... For 300 HP restored can be used to solo Sastasha ( Hard ) unsynced on a bloodrake you. 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