However, the spikes don't last very long, and most of the time, you're going to not want to get hit, you could be subbing /NIN for utsusemi shadows, or /THF for Sneak Attack and using Zephyr Mantle for blink. You could also unsync this as its only at the first boss so you can get several runs done quickly if necessary to get the spell to drop. You can also get this from Nullchu, the first boss of St. Mociannes Arboretum Hard. It adds +20 magic attack for only 30 seconds, so make it count, that's probably enough to cast one or two good spells. 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. What are Blue Mage spells you can learn in Final Fantasy XIV? I tend to stack on STR and MND gear, and hope the MND affects the paralysis potency. Conserve MP on it's own. You will need to learn this spell to gain access to the level 20 Class Quest Why They Call It The Blues, Also Surf Eft in Brayflox Longstop (Normal). No one is going to equip sand spin for the damage. You do NOT have to be hit by the spell to learn it. Also used for an auto refresh job trait. The stun effect doesn't last too long, it might be better to use Actinic Burst to flash everything to use Yawn than this. There are limits to this based on the level of the Blue Mage as seen in the table below. lvl 80 - Blazing Bound - Magical - Deals damage to an enemy (Fire) - It's some sort of fire nuke. This next section goes into detail about each different type of spell. Blue Mage was added to Final Fantasy 14 in patch 4.5, and there are currently 104 unique Blue Mage spells to learn and master. However, as a blue mage spell, this costs 350 MP! 5 Set points to set. That means you can stop storing your TP and not using any weapon skills before you get chain affinity. You could always use +10 Acc for your physical spells, and the spells it uses are useful. 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. The shock spikes also can stun the mob if they hit you, but most of the time, you don't want to get hit, that's what utsusemi and blink are for. Looking to get every BLU spell in Final Fantasy XIV? If you know of other places to get these spells that Ive missed, please let me know! With a versatile and plentiful spellbook, its a job thats less suited to party-based gameplay, and you can only play Blue Mage-exclusive content on your lonesome. 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. 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. Depending on your MP pool or set points, you may want to stick with magic fruit until you get a higher base MP (or if you need more important spells set). DEX is your second best bet, the three big multi-hit spells are affected by DEX. Then, to unlock Blue Mage spells, youll need to find the right monster, at the right level, and in the right place. 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 deals 25% of your current HP in wind damage to anything in the AoE. This is because the damage is proportionate to your current HP. The stun is longer lasting than Head Butt's stun. Deals ice damage to all enemies in a wide arc to your fore and flanks with a potency of 290 for the first enemy, 15% less for the second, and 30% less for all remaining enemies. Its good in ballista for getting your opponent to stand still. It can make the double attack trait. 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. Often known as "The Immortals", they possess the ability to mimic enemy techniques. See where I'm going with this? lvl 78 - Cimicine Discharge - Magical - AoE Slow around the caster (Earth) - Those annoying gnats give us another slow move. Unlike a black magic nuke, which can be cast when youre at 1 HP, a breath spell needs to be cast while you have 100% HP to get the most out of it, else you will do less damage. This is a Level 2 Blue Mage ability that requires 20 ABP to learn - and once you've got it, you can of. You can learn spells while doing instanced content unsynced (using the Unrestricted Party option in the Duty Finder.) The sleep is Darkness based. lvl 69 - Hysteric Barrage - Physical - Fivefold attack (Blunt) - This is the second attack of what is called by many BLU: "the big three." Restores all HP and MP of a single party member while incapacitating self. However, you WILL want to equip this when you get it just because it offers points toward Auto-Refesh. lvl 94 - White Wind - Magical - 145 MP - Puk (Dragon) - Heals party members in the AoE (Wind). It has a longer cast time/recast time than head butt, plus it costs more to cast. Mob MP is inconsequential in most cases, they're not going to run out of it, and mobs gain TP rather fast, especially with direct damage blue magic giving 10 TP a HIT (more for multi-hit spells), and everyone swinging their weapons and casting nukes, the mob is going to get +100% TP rather fast even if you're draining 3 TP every three seconds. Sabotender Deserter in Cutters Cry. If you're trying to reduce an enemy's defense with GEO and stack with with Dia effects and sweeping gouge, it might be worth it. Pick up at the same time you grab Glower (10) and Sticky Tongue (31). You can also try to pick up Abyssal Transfixion (55) from this dungeon but its something of a pain to get so I dont recommend it. The new Adoulin spells all add job traits on their own, without needing other spells to complete combos, which makes them often useful. Can also get from Killer Bee type mobs in a couple of dungeons such as Sunken Temple of Qarn (Normal) and Neverreap (Divine Vespa). Set this as soon as you hit 81, you will not be disappointed. Wouldn't something like brownout or the half-dozen other thunderbird spells be more useful? 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. Physical spells are different from magical nukes. Blue Magic Demonstration: Learning Ability Learning, also known as Learn, is a recurring ability in the series. Also here is a good link to show where and when to get your spells: Click here. You can get it at the same time as Devour (75), Loom (7), and Eerie Soundwave (75) in one synced run of this dungeon if you want. If you get a link, or aggro, you can quickly pop off a pinecone bomb and run away or finish what you're fighting. This is a list of the elemental BLU spells placed in the correct order. It costs 9 spell points. You need to have full HP to do full damage with this spell, so if you get hit, you'll do less damage with it. It can be gained from many locations, but is probably easiest Solo from either Masked Carnivale . It can also be used for getting Conserve MP. lvl 04 - Wild Oats Physical Damage (Piercing) and Additional Effect: VIT Down This spell is a godsend at low levels. I'd say it'd be like bludgeon for a fast, cheap spell to spam to give enemies TP, but the disease effect would nullify that. Also, it's useful for setting in conjunction with Frost Breath or Chaotic Eye for the Conserve MP job trait. It was funny, though the group got hurt by me. This spell is a bit more consistent in damage than Hysteric Barrage and Disseverment (since it has less hits). 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. But unlike sheep song, this is dark-based sleep (like the Sleep spell). So does Rusalka, a Rank A hunt mark in The Tempest. 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. 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. 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. Move quickly to the specified location. 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. You can also pick this up from some trash mobs in Pharos Sirius (normal) if you dont have it when you go in to get Song of Torment (9) and Flying Frenzy (4). There is a guide as to what job spell combos make what job traits. If you are partied with other Blues trying to learn spells, Some instanced fights have more than one spell you can learn. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. By this time, you have auto-refresh. If you are missing any of these spells this is a golden opportunity to pick them up. Min Lv indicates the minimum level that the spell can be attained. lvl 77 - Leafstorm - Magical - Damage in an AoE surrounding the caster (Wind) - From treants, we learn another spell. With Chain Affinity, TP modifies damage. 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). The amount cured does NOT vary by the moon phase though. Drain's HP (formula Blue Magic Skill x0.77 ) and absorbs a buff. 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. lvl 20 - Blood Drain Magical Steals enemys HP (Dark Damage) This spell pales in comparison to digest. Rather than adding new skills to your arsenal by increasing your level, you get new Blue Mage spells by learning them from monsters by defeating them in battle and using each ability in the. Grants the effect of Waxing Nocturne, increasing damage dealt by 50% and movement speed by 30%. Clubs with magic damage give this more usage, but I haven't used it much. It's slightly cheaper MP-wise than Filamented Hold, but I've yet to see information on the potency of it. Just be mindful of this fact. It adds more damage to your next spell of any kind. This page was last edited on 17 December 2022, at 20:45. 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