A list of all Black Magic and where to buy/find the spells.

For Damage Formulas, always round down integers.

General Damage Formula is (Spell Attack + RND(0,Spell Attack/8) - MDEF) * ((LVL*MAG)/256 + 4).
* If the spell can target both single enemies and all enemies, divide Spell Attack by 2 if using it as a multitarget.
* If the caster has an item that boosts damage of that element equipped (e.g. Fire Rod), multiply Spell Attack by 1.5.
* If the target is weak to the element, multiply Spell Attack by 2.

Hit Rate Formula: (XX + Caster's Level - Target Level) * (1 - (0.01 * Target's Magic Evade))
Note that the first part of the formula is halved if the spell is cast on a target with Shell or the spell is cast on all enemies.


LEVEL 1

 

Fire (4MP) - Deals fire-elemental damage to any enemies. (always hits)
Damage Formula: (15 + RND(0,1) - MDEF) * ((LVL*MAG/256) + 4)

Your basic Fire spell. Hurts undead form of Siren and is useful in the Ship Graveyard in general. Also good for Shiva if you want to tackle her immediately. Handy until you get Fira.

World 1, Tule - 150 gil
World 1, Carwen
World 1, Karnak
World 1, Crescent
World 3, Tule
World 3, Carwen
World 3, Karnak
World 3, Crescent

 

Blizzard (4MP) - Deals ice-elemental damage to any enemies. (always hits)
Damage Formula: (15 + RND(0,1) - MDEF) * ((LVL*MAG/256) + 4)

Unlike Fire and Thunder, there are no bosses weak to ice before you get Blizzara, and not many regular enemies either. On the other hand, the Blizzard Rod in Carwen boosts ice damage, so it'll be the spell of choice on non-elemental foes until you reach Karnak.

World 1, Tule - 150 gil
World 1, Carwen
World 1, Karnak
World 1, Crescent
World 3, Tule
World 3, Carwen
World 3, Karnak
World 3, Crescent

 

Thunder (4MP) - Deals lightning-elemental damage to any enemies. (always hits)
Damage Formula: (15 + RND(0,1) - MDEF) * ((LVL*MAG/256) + 4)

Handy in the Waterway and against Karlabos. Will get intermittent use until Karnak.

World 1, Tule - 150 gil
World 1, Carwen
World 1, Karnak
World 1, Crescent
World 3, Tule
World 3, Carwen
World 3, Karnak
World 3, Crescent

 

LEVEL 2

 

Poison (2MP) - Inflicts Poison status to one enemy. (99% hit rate)

The only fights this spell is useful in are ones before you get it. Most enemies you'd otherwise use this on already have a glaring elemental weakness, and it's pretty much useless after World 1. While most status effects are great in this game, Poison sadly isn't.

World 1, Karnak - 290 gil
World 1, Crescent
World 3, Karnak
World 3, Crescent

 

Sleep (3MP) - Inflicts Sleep status on any enemies. (90% hit rate)

While not many bosses are vulnerable to Sleep, the ones who are can be easily shut down with this, making some potentially problematic fights (hello Atomos, Wendigo) into a breeze. Solid spell.

World 1, Carwen - 300 gil
World 1, Karnak
World 1, Crescent
World 3, Carwen
World 3, Karnak
World 3, Crescent

 

Toad (8MP) - Inflicts Toad status on any enemies. (80% hit rate)

Most bosses are immune by the time you get this, so this is mainly useful for random encounters. Situational.

World 1, Istory - Go to the northwest area and walk around the circle of flowers until you trigger something, then you get this spell.
World 3, Mirage - 300gil

 

LEVEL 3

 

Fira (10MP) - Deals fire-elemental damage to any enemies. (always hits)
Damage Formula: (50 + RND(0,6) - MDEF) * ((LVL*MAG/256) + 4)

Quite a few enemies are weak to fire, and the Fire Rod is available as soon as you can get this spell to boost it even harder. This and the other -ra spells will carry you to World 2.

World 1, Karnak - 600gil
World 1, Crescent
World 3, Karnak
World 3, Crescent

 

Blizzara (10MP) - Deals ice-elemental damage to any enemies. (always hits)
Damage Formula: (50 + RND(0,6) - MDEF) * ((LVL*MAG/256) + 4)

Same deal as Fira. Good selection of enemies weak to ice that you can use this on.

World 1, Karnak - 600gil
World 1, Crescent
World 3, Karnak
World 3, Crescent

 

Thundara (10MP) - Deals lightning-elemental damage to any enemies. (always hits)
Damage Formula: (50 + RND(0,6) - MDEF) * ((LVL*MAG/256) + 4)

You know how this goes. There's enemies weak to lightning to use this on. All three spells are solid.

World 1, Karnak - 600gil
World 1, Crescent
World 3, Karnak
World 3, Crescent

 

LEVEL 4

 

Drain (13MP) - Deals non-elemental damage to one enemy and heals the caster that amount. Does the opposite effect against undead. (75% hit rate)
Damage Formula: (45 + RND(0,5) - MDEF) * ((LVL*MAG)/256 + 4)

While the healing is nice, the low hit rate, non-elemental damage, and weak spell power hurts it a good bit. Nice in a pinch, but not a reliable damage dealer.

World 2, Regole - 3000 gil
World 2, Bal Castle
World 2, Quelb
World 2, Surgate
World 2, Moore
World 3, Regola
World 3, Bal Castle
World 3, Quelb
World 3, Surgate
World 3, Moore

 

Break (15MP) - Inflicts Stone status to one enemy. (75% hit rate)

This is instant death to a lot of randoms and even a few bosses. Not as great as most instant death spells, but it's not bad on its own either.

World 2, Regole - 3000 gil
World 2, Bal Castle
World 2, Quelb
World 2, Surgate
World 2, Moore
World 3, Regola
World 3, Bal Castle
World 3, Quelb
World 3, Surgate
World 3, Moore

 

Bio (16MP) - Deals poison-elemental damage to any enemies. Inflicts HP Sap. (always hits)
Damage Formula: (105 + RND(0,3) - MDEF/32) * ((LVL*MAG)/256 + 4)

A much-needed upgrade to the -ra spells. The Poison Rod boosts the damage, and it makes up for its weakish element with defense piercing and HP Sap. This will carry you through most of World 2.

World 2, Regole - 3000 gil
World 2, Bal Castle
World 2, Quelb
World 2, Surgate
World 2, Moore
World 3, Regola
World 3, Bal Castle
World 3, Quelb
World 3, Surgate
World 3, Moore

 

LEVEL 5

 

Firaga (25MP) - Deals fire-elemental damage to any enemies. (always hits)
Damage Formula: (185 + RND(0,23) - MDEF) * ((LVL*MAG)/256 + 4)

Firaga with the Fire/Magus Rod will outdamage Flare in most cases. This and the other -ga spells will carry the Black Mage to the end of the game.

World 2, Moore - 6000 gil
World 3, Moore

 

Blizzaga (25MP) - Deals ice-elemental damage to any enemies. (always hits)
Damage Formula: (185 + RND(0,23) - MDEF) * ((LVL*MAG)/256 + 4)

What I said to Firaga applies to Blizzaga. Hit the enemy with the appropriate weakness, otherwise just pick your favorite.

World 2, Moore - 6000 gil
World 3, Moore

 

Thundaga (25MP) - Deals lightning-elemental damage to any enemies. (always hits)
Damage Formula: (185 + RND(0,23) - MDEF) * ((LVL*MAG)/256 + 4)

Yeah, same deal with Thundaga. They're all great, they'll all be useful in their own situations.

World 2, Moore - 6000 gil
World 3, Moore

 

LEVEL 6

 

Flare (39MP) - Deals non-elemental damage to one enemy. (always hits)
Damage Formula: (254 + RND(0,7) - MDEF/32) * (LVL*MAG)/256 + 4)

The main issues with Flare are it being single-target, non-elemental, and being weaker than a rod-boosted -ga spell in most instances. Its biggest perk is piercing magic defense, so it'll do more on the few enemies that have high magic defense, but those situations are few and far between.

World 3, Fork Tower - Sidequest Reward

 

Death (29MP) - Inflicts Instant Death status to one enemy. Works on Heavy enemies, but fails if enemy is immune to Dead status. (80% hit rate)

Similar to Break in that it's overshadowed by other instant death attacks, but on its own it's not too shabby. Of course, generally other Black Magic spells will kill most things quickly anyway, so you probably won't need this spell that often, especially considering how late in the game you get it.

World 3, Mirage - 10,000 gil

 

Osmose (1MP) - Deals MP to one enemy and recovers that much MP to the caster. Does the opposite effect against Undead. (99% hit rate)
Damage Formula: (8 - MDEF/32) * ((LVL*MAG)/256 + 4)

It'd be nice early-game, but by the time you get it the Black Mage will have a large enough MP pool and you'll have enough Ethers and Elixirs to make this spell near-irrelevant. Works in a pinch, I guess.

World 3, Mirage - 10,000 gil