Comprehensive list that contains every single way you can learn Blue Magic. Now finished. If I missed something/got something wrong, This email address is being protected from spambots. You need JavaScript enabled to view it. or contact me on Discord/SA or whatever's convenient for you.

For Damage Formulas, always round down integers.

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.


???? (3MP) - Deals damage equal to Caster's Max HP - Caster's Current HP (99% hit rate)

Requires the Blue Mage to be at low HP for maximum effect, and even then it won't be that much damage due to the Blue Mage's lowish Vitality. It may be more useful on something like a Monk, but even then it's going to be too situational and dangerous to rely on.

World 1, Overworld (Karnak area) - Wild Nakk
World 2, Overworld (Regole area) - Kuza Beast
World 2, Underground Waterway (Boss) - Tyrannosaur (Counter to physical attacks)
World 3, Pyramid - Tunneler (Zephyrus summon) (Must be Controlled)
World 3, Pyramid - Mecha Head (Must be Controlled)
World 3, Sea - Gel Fish (Must be Controlled)
World 3, Phoenix Tower - Kuza Beast
World 3, Island Shrine - Numb Blade (Must be Controlled)
World 3, Sunken Tower of Walse - Wild Nakk
The Rift, Dimensional Castle (Boss) - Azulmagia
The Rift, Final Level - King Behemoth (Must be Controlled)

 

1000 Needles (25MP) - Deals 1000 damage (always hits)

The problem with this spell is that by the time you get it, 1000 damage isn't really that much. This really limits this spell's utility for gimmicky monsters with very high defenses and low HP, like Skull Eaters. It's not terrible for Archeoaevis either.

World 1, Ronka Ruins - Lamia (Must be Controlled)
World 2, Overworld (Moogle Forest Desert area) - Cactus (Must be Controlled)
World 3, Overworld (Ancient Library area) - Hedgehog (Must be Controlled)
World 3, Overworld (Moore area) - Mykale (Must be Controlled)
World 3, Pyramid - Lamia Queen
World 3, Phoenix Tower - Lemure (Must be Controlled)
World 3, Sunken Tower of Walse - Lamia Queen
The Rift, Ruins - Lamia (Must be Controlled)

 

Aero (4MP) - Deals wind-elemental damage (always hits)
Damage Formula: (20 + RND(0,2) - MDEF) * (LVL*MAG)/256 + 4)

A little bit stronger than the L1 Black Mage elemental spells, though the Blue Mage won't get the ability to boost wind-elemental damage until long after this spell is useless. It will still be the Blue Mage's main source of offense for the first half of World 1 until Aera renders it useless.

World 1, Wind Shrine - Moldwynd
World 1, North Mountain (Boss) - Magissa
World 1, Steamship - Defeater (Must be Controlled, or Confused with Reflect on enemy target)
World 1, Karnak Castle - Gigas (Counter to HP damage)
World 3, Overworld (Moore town, Surgate, Mirage areas) - Mykale
World 3, Sunken Tower of Walse - Moldwynd
The Rift, Dimensional Castle (Boss) - Azulmagia (requires teaching him Aeraga first)

 

Aera (10MP) - Deals wind-elemental damage (always hits)
Damage Formula: (50 + RND(0,6) - MDEF) * (LVL*MAG)/256 + 4)

Same strength as the tier 2 BM elemental spells. Like Aero before it, this will likely be your best source of direct damage from a Blue Mage for the rest of World 1 and the first bit of World 2.

World 1, Karnak Castle - Gigas
World 1, Ancient Library - Page 32
World 1, Ronka Ruins - Enchanted Fan
World 2, Big Bridge (Boss) - Gilgamesh
World 2, Surgate Fleet (Boss) - Enkidu
World 2, Forest of Moore - Galajelly (Must be Controlled, or Confused with Reflect on enemy target)
World 2, Exdeath's Castle - Abductor
World 3, Ancient Library - Page 32
World 3, Sunken Tower of Walse - Enchanted Fan
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Aeroga (24MP) - Deals wind-elemental damage (always hits)
Damage Formula: (140 + RND(0,17) - MDEF) * (LVL*MAG)/256 + 4)

A good bit weaker than the Tier 3 BM elemental spells. By the time you get this, you'll have Air Knives to boost the damage. The damage is never going to be too impressive, but it's a way for the Blue Mage to contribute damage after doing their de/buffs.

World 2, Ghido's Cave - Metamorph (Enchanted Fan form)
World 2, Forest of Moore (Boss) - Seal Guardian (Air)
World 2, Exdeath's Castle - Magic Dragon
World 3, Overworld (Ancient Library area) - Elm Gigas
World 3, Pyramid - Ziggurat (Zephyrus summon) (Must be Controlled, or Confused with Reflect on enemy target)
World 3, Phoenix Tower - Cherie (Must be Controlled, or Confused with Reflect on enemy target)
The Rift, Ruins - Baldanders

 

Aqua Rake (38MP) - Deals non-elemental damage to all enemies. Magic Attack is multiplied by eight when targeting "Desert" enemies. (always hits)
Damage Formula: (75 + RND(0,9) - MDEF) * ((LVL*MAG)/256) + 4) ; [Multiply (75 + RND(0,9)) by 8 if enemy has Desert tag]

The damage is not bad for World 1, but the high MP cost hurts its usefulness. It's also oddly not water-elemental, so it's really only useful to cheese Sandworm and some of the more difficult Desert randoms in later worlds. Once you have the MP to use this somewhat regularly, it's outdated.

World 1, Overworld (Desert SW of Karnak) - Dhorme Chimera
World 1, Gohn Meteor (Boss) - Manticore
World 2, Forest of Moore (Boss) - Seal Guardian (Water)
World 3, Pyramid - Dhorme Chimera (Zephyrus summon)
World 3, North Mountain (Boss) - Bahamut
World 3, Sunken Tower of Walse - Dhorme Chimera
World 3, Sunken Tower of Walse (Boss) - Gogo
World 3, Istory Falls (Boss) - Leviathan

 

Dark Spark (27MP) - Reduces target's level by 1/2 (66% hit rate)

One of the more useful gimmick spells. By itself, halving the enemy's level helps reduce its magic damage multiplier, which also reduces the damage it'll do to you. It becomes especially powerful combined with L5 Death, as you can render many enemies and bosses vulnerable to L5 Death by halving their level until it hits a multiple of 5. Of course, the low hit rate makes it a bit unreliable, but it's one of the more entertaining ways to break fights open.

World 1, Overworld (Istory area) - Black Flame
World 2, Overworld (Exdeath's Castle area) - Strapparer
World 2, Cave to Catoblepas - Druid (Must be Controlled, or Confused with Reflect on enemy target)
World 3, Overworld (Ancient Castle area) - Shadow (Must be Controlled, or Confused with Reflect on enemy target)
World 3, Pyramid - Ushabti
World 3, Sunken Tower of Walse - Black Flame
World 3, Cave to Istory Falls - Druid (Must be Controlled, or Confused with Reflect on enemy target)
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Death Claw (21MP) - Inflicts Paralyze on a single enemy and reduces them to single-digit HP. Always misses Heavy enemies. (66% hit rate)

Since it misses Heavy enemies, it's going to miss a lot of what you want to hit it with. Otherwise, anything you hit it with might as well be dead, so if it lands it's pretty good. Also helps a lot with !Catch.

World 1, Karnak Castle (Boss) - Iron Claw
World 2, Overworld (Exdeath's Castle area) - Treant
World 2, Overworld (Exdeath's Castle area) - Strapparer (Must be Controlled)
World 2, Castle Bal Basement - Objet d'Art (Must be Controlled)
World 2, Surgate Fleet (Boss) - Gilgamesh
World 3, Sunken Tower of Walse - Treant
The Rift, Dimensional Castle - Death Claw
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Doom (10MP) - Sets a 30 second countdown on target, after which the target dies. Bypasses Dead Immunity. Fails against Heavy enemies. (always hits)

Thirty seconds (or the equivalent within the ATB system) is a long, long time for something to be alive. Honestly I don't see any reason not to use Death Claw over this spell.

World 2, Exdeath's Castle (Boss) - Exdeath
World 3, Pyramid - The Damned (Must be Controlled)
World 3, Great Sea Trench - Unknown (Skeleton)
The Rift, Dimensional Castle (Boss) - Azulmagia 

 

Flame Thrower (5MP) - Deals fire-elemental damage (always hits)
Damage Formula: (50 + RND(0,6) - MDEF) * (LVL*MAG)/256 + 4)

It's a significantly cheaper Fira that can only be single-target. It'll suffice until the point where Fira starts to fade.

World 1, Overworld (Southern Archipelago) - Prototype
World 1, Ronka Ruins (Boss) - Flame Thrower
World 3, Pyramid - Mecha Head
World 3, Sunken Tower of Walse - Prototype
World 3, Great Sea Trench (Boss) - Triton
The Rift, Caves - Great Dragon
The Rift, Caves (Boss) - Omega
The Rift, Dimensional Castle (Boss) - Azulmagia
The Rift, Final Level - Mindflayer (Must be Controlled)

 

Flash (7MP) - Inflicts Blind on all enemies (75% hit rate)

Blind is a status few jobs get access to, so having an early and cheap way to inflict it on all enemies is incredibly useful. Even the end-game bosses are vulnerable to it, assuming you can get through their high magic evasion of course. A solid spell.

World 1, North Mountain - Headstone (Must have Ether used on it to be able to cast)
World 1, Steamship - Crew Dust (Must be alone)
World 1, Overworld (Istory area) - Ramuh
World 2, Barrier Tower - Neon (Counter to physical attacks)
World 2, Ghido's Cave - Metamorph (Crew Dust form)
World 2, Exdeath's Castle (Boss) - Gilgamesh
World 3, Sunken Tower of Walse - Crew Dust (Must be alone)
The Rift, Dimensional Castle (Boss) - Azulmagia
The Rift, Final Level (Boss) - Necrophobia

 

Goblin Punch (0MP) - Deals weapon damage. If target is same level, multiplies Attack by 8 and nullifies Defense (always hits)
Damage Formula: (WPN Throw Damage (Right + Left Hands) - DEF) * ((LVL*STR)/128 + 2) ; If target is same level as caster, multiply WPN Throw Damage by 8, and DEF = 0.

Don't let the Blue Mage's poor damage output with it fool you, this spell is better than it seems. It's a regular attack that can be used full-power from the Back Row, and it can take advantage of the weapon power of stuff like Excalipar and the Brave Blade without dealing with their gimmicks. Combine that with the sick same-level bonus and the free MP cost, and this is great in the hands of someone with a good Strength stat.

World 1, Overworld (Tule area) - Goblin
World 1, Wind Shrine - Black Goblin
World 1, Sea - Sahagin (Must be Controlled)
World 2, Big Bridge (Boss) - Gilgamesh
World 2, Surgate Fleet - Gobbledygook
World 3, Sea - Nix (Must be Controlled)
World 3, Sunken Tower of Walse - Goblin
The Rift, Dimensional Castle (Boss) - Azulmagia (requires teaching him L3 Flare first)

 

L2 Old (11MP) - Inflicts Aging on all enemies with a level multiple of 2, ignoring status immunity (always hits)

The "ignore status immunity" helps a lot with the spell's utility, and if you're great enough with your timing you can use it to trigger L5 Death at the right instant. Even if not, it helps reduce enemy spell damage and speed, so it's not a bad thing to throw onto vulnerable monsters.

World 2, Barrier Tower - Level Tricker (Must be Controlled, must have Reflect on enemy)
World 2, Exdeath's Castle - Magic Dragon
World 3, Island Shrine - Executor
World 3, Sunken Tower of Walse - Level Checker
The Rift, Ruins - Level Checker
The Rift, Dimensional Castle (Boss) - Azulmagia

 

L3 Flare (18MP) - Casts Flare on all enemies with a level multiple of 3 (always hits)
Damage Formula: (254 + RND(0,7) - MDEF/32) * ((LVL*MAG)/256 + 4)

The Blue Mage's strongest attack spell...if the target has a level that's a multiple of 3. Something worth taking advantage of if possible, but otherwise not really worth setting things up to use it when you could use L5 Death instead.

World 2, Barrier Tower - Red Dragon (Must be Controlled, must have Reflect on enemy)
World 2, Exdeath's Castle - Red Dragon (Must be Controlled, must have Reflect on enemy)
World 2, Exdeath's Castle (Boss) - Exdeath
World 3, Pyramid - Tunneler (Summoned by Zephyrus)
World 3, Pyramid - Archeosaur (Must be Controlled, Must be in formation with Ushabti, Must Dark Spark Ushabti twice, Must have Reflect on Ushabti, I wouldn't bother honestly)
World 3, Island Shrine - Executor
World 3, Sunken Tower of Walse - Level Checker
The Rift, Ruins - Level Checker
The Rift, Final Level (Boss) - Shinryu

 

L4 Graviga (9MP) - Deals 3/4 * Target's Current HP to all enemies with a level multiple of 4. Fails against Heavy enemies (always hits)

The worst of the Level spells. It only affects non-Heavy enemies, and there are much better Blue Mage spells to use on those enemies, even before factoring in the L4 limitation.

World 1, Ronka Ruins - Ghidra (Casts when it dies)
World 2, Barrier Tower - Level Tricker
World 3, Island Shrine - Executor
World 3, Sunken Tower of Walse - Level Checker
The Rift, Ruins - Level Checker
The Rift, Dimensional Castle (Boss) - Azulmagia

 

L5 Death (22MP) - Instantly kills all enemies with a level multiple of 5, ignoring death immunity (always hits)

This is the most powerful Instant Death spell in that it's the only one that will kill both Heavy enemies and enemies immune to Instant Death, with the only limitation being the level restriction and healing the undead. Luckily there's ways to manipulate levels thanks to spells like Dark Spark, and there's a surprising number of enemies you can land this on. Then factor in that a Chemist can raise any foe to L255. One of the best Blue Magic spells for sure.

World 1, Ancient Library - Page 64
World 2, Barrier Tower - Level Tricker (Must be Controlled, must have Reflect on enemy)
World 3, Ancient Library - Page 64
World 3, Island Shrine - Executor
World 3, Sunken Tower of Walse - Level Checker
The Rift, Ruins - Level Checker
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Lilliputian Lyric (5MP) - Inflicts Mini on a single enemy (66% hit rate)

There's two whole bosses vulnerable to Mini by the time you get this spell, and one can be cheesed with more devastating status effects. It's not even great with randoms due to being single-target and having a low hit rate. Pass.

World 2, Forest of Moore - Mini Magician
World 2, Exdeath's Castle - Gilgamesh
World 3, Overworld (Moore Town, Surgate, Mirage areas) - Mykale (Must be Controlled)
World 3, Overworld (Sea, A8 on this map) - Vilia (Must be Controlled)
World 3, Phoenix Tower - Cherie (Counter to physical attacks)
World 3, Sunken Tower of Walse - Mini Magician
The Rift, Forest - Farfarello
The Rift, Dimensional Castle - Mini Magician
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Magic Hammer (3MP) - Deals MP damage equal to half of target's current MP (75% hit rate)

Useful for a couple of encounters where MP is an issue, though the primary candidate for this spell, Byblos, is also the first opportunity you have to learn it. Still useful for some foes like Bridge Gilgamesh and Omniscient, but otherwise HP damage will be much better.

World 1, Ancient Library (Boss) - Byblos
World 2, Drakenvale - Drippy
World 2, Exdeath's Castle - Oiseaurare (Must be Controlled)
World 3, Sunken Tower of Walse - Drippy
The Rift, Caves (Boss) - Apanda

 

Mighty Guard (72MP) - Gives entire party the Protect, Shell, and Float status effects (always hits)

Shell is fantastic, Protect is solid, Float's a handy bonus, and having them party-wide is invaluable. Expensive and late, but it kinda has to be considering how amazing it is otherwise. Easily one of the best Blue Magic spells.

World 3, Overworld (Sea, G3 on this map) - Stingray (Must be Confused/Controlled)
The Rift, Dimensional Castle (Boss) - Azulmagia (Must be Reflected)
The Rift, Final Level (Boss) - Shinryu (Must be Reflected)

 

Mind Blast (6MP) - Inflicts damage, Paralyze, and HP Leak on a single enemy (always hits)
Damage Formula: (80 + RND(0,2) - MDEF/32) * ((LVL*MAG)/256 + 4)

The damage is alright, though it's helped by significantly reducing defense first. The nice part is the always-hit Paralysis with bonus HP Leak, but the issue is you get this spell very late, especially if you don't grab it from Wendigo, and by that point it's not really as good as it would've been otherwise.

World 3, Island Shrine (Boss) - Wendigo
The Rift, Dimensional Castle (Boss) - Azulmagia
The Rift, Dimensional Castle (Boss) - Twintania
The Rift, Final Level - Mindflayer

 

Missile (7MP) - Deals damage equal to 3/4 of target's Current HP. Misses Heavy enemies (75% hit rate)

Hurt a good bit by the low hit rate and being ineffective against Heavy enemies. Mainly useful for softening up random encounters for !Catch or whatever other reasons.

World 1, Steamship - Motor Trap (Must be Controlled)
World 1, Overworld (Southern Archipelago) - Prototype
World 1, Ronka Ruins (Boss) - Rocket Launcher
World 2, Surgate Fleet (Boss) - Gilgamesh
World 2, Surgate Fleet (Boss) - Enkidu
World 3, Pyramid - Mecha Head
World 3, Phoenix Tower - Soul Cannon
World 3, Sunken Tower of Walse - Prototype
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Moon Flute (3MP) - Inflicts Berserk on all allies (always hits)

If you're going to just stick with physicals for a random encounter, might as well get the damage boost from Berserk, right? Not a great option for most boss fights, of course.

World 1, Walse Castle - Jackanapes (Counter to HP damage)
World 1, Ancient Library - Page 256
World 2, Exdeath's Castle - Jackanapes (Counter to HP damage)
World 3, Ancient Library - Page 256
World 3, Overworld (Moore Town, Surgate, Mirage areas) - Mykale
World 3, Sunken Tower of Walse - Jackanapes (Counter to HP damage)

 

Off-Guard (19MP) - Reduces Defense and Magic Defense by 1/2 each (80% hit rate)

Kind of useful in World 1 with the gimmicky defensive bosses like Adamantoise and Archeoaevis. Later on, enemies that will have high defenses will also likely have high magic evasion, making it unlikely this will land, and even then the defense reduction will be kinda marginal compared to the damage you're dealing.

World 1, Ancient Library - Page 256 (Must be Controlled)
World 2, Barrier Tower - Ziggurat Gigas
World 2, Exdeath's Castle - Magic Dragon
World 3, Overworld (Ancient Library area) - Shadow (Must be Controlled, or Confused with Reflect on enemy target)
World 3, Ancient Library - Page 256 (Must be Controlled)
World 3, Pyramid - Ushabti
World 3, Pyramid - The Damnsed (Must be Controlled, or Confused with Reflect on enemy target)
World 3, Pyramid - Ziggurat Gigas (Zephyrus summon)
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Pond's Chorus (5MP) - Inflicts Toad on a single enemy (66% hit rate)

Actually useful in World 1, particularly Garula and Shiva's Commanders. Otherwise, same issues as with Lilliputian Lyric.

World 1, Walse Castle - Elf Toad (Must be alone)
World 1, Ronka Ruins - Archeotoad
World 2, Overworld (Bal/Quelb area) - Kornago
World 2, Ghido's Cave - Metamorpha (Version that transforms to Elf Toad only)
World 2, Exdeath's Castle (Boss) - Gilgamesh
World 3, Overworld (Mirage area) - Kornago
World 3, Overworld (Sea, A8 on this map) - Vilia (Must be Controlled)
World 3, Phoenix Tower - Lemure (Counter to Fight command)
World 3, Sunken Tower of Walse - Elf Toad (Must be alone)
The Rift, Forest - Farfarello
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Roulette (1MP) - Randomly targets one of all enemies and party members and instantly kills target (99% hit rate)

It's a very gimmicky and unreliable instant death spell, and generally the odds will be against your favor anyway. Maaaybe a solo game with Bone Mail would find use with this, but really, why bother?

World 3, Phoenix Tower - Parthenope
The Rift, Ruins - Deathdealer
The Rift, Dimensional Castle (Boss) - Azulmagia
The Rift, Final Level (Boss) - Shinryu 

 

Self-Destruct (1MP) - Deals HP damage equal to caster's current HP. KOs caster (always hits)

Really dumb considering the Blue Mage's low VIT to begin with. In my eyes it has only one use, and that's to kill Azulmagia in the greatest way possible.

World 1, Steamship - Motor Trap (Counter to Thunder spell)
World 1, Overworld (Jachol area) - Bomb
World 1, Walse Meteor (Boss) - Purobolos
World 3, Sunken Tower of Walse - Bomb
The Rift, Ruins - Grenade (Counter to magic commands)

 

Time Slip (9MP) - Inflicts Aging and Sleep on a single enemy (90% hit rate)

If you can find enemies vulnerable to either, it has its uses. Sleep is always a handy status effect to have, as a surprising amount of World 3 bosses are vulnerable to it.

World 2, Barrier Tower - Traveler
World 2, Exdeath's Castle (Boss) - Gilgamesh
World 3, Phoenix Tower - Cherie (Must be Controlled)
World 3, Sunken Tower of Walse - Traveler
The Rift, Dimensional Castle (Boss) - Azulmagia

 

Transfusion (13MP) - Completely restores target's HP and MP. KOs caster (always hits)

Incredibly situational, and in the rare opportunity you'd use it, you could also use two Elixirs. But if you remember this exists, well, there you go.

World 1, Ship Graveyard - Calcruthl (Must be Confused/Controlled)
World 1, Overworld (Ancient Library area) - Mythril Dragon (Must be Confused/Controlled)
World 2, Overworld (Exdeath's Castle area) - Devilfish (Must be Confused/Controlled)
World 2, Overworld (Regole area) - Birostris (Must be Confused/Controlled)
World 3, Sunken Tower of Walse - Birostris (Must be Confused/Controlled)
World 3, Great Sea Trench - Unknown (Blob) (Must be Controlled)
The Rift, Final Level - Mover (Must be Confused/Controlled)

 

Vampire (2MP) - Deals damage and absorbs HP equal to (Caster Max HP - Caster Current HP)/2. For the GBA version only, the formula is Caster Max HP - Caster Current HP (99% hit rate)

Easily the best of this type of spell since it both does the damage of ???? while healing you back up. It's especially great in the GBA version, but even in the other versions this is still a very useful spell for how early you get it and how cheap it is. Just don't use it on Undead.

World 1, Pirate Cave - Steel Bat
World 2, Underground Waterway - Blood Slime
World 2, Bal Castle (Boss) - Abductor
World 2, Surgate Fleet (Boss) - Enkidu
World 2, Overworld (Catoblepas Island) - Dechirer (Must be Controlled)
World 2, Ghido's Cave - Dark Aspic (Counter to HP damage)
World 3, Overworld (Ancient Library area) - Python (Counter to physical attacks)
World 3, Overworld (Ancient Library area) - Shadow (Must be Controlled)
World 3, Sunken Tower of Walse - Blood Slime
World 3, Istory Falls - Mercury Bat
The Rift, Caves - Achelon (Must be Controlled)

 

White Wind (28MP) - Heals entire party an amount of HP equal to the caster's current HP (always hits)

The Blue Mage's main healing spell, and a weird if still useful one, especially if used on high-VIT jobs like Monk. As a bonus, this will heal undead characters, so this is one of the few ways you can heal Bone Mail wearers.

World 1, Ronka Ruins - Enchanted Fan (Must be Confused/Controlled)
World 2, Exdeath's Castle - Hellraiser (Must be Confused/Controlled)
World 3, Sunken Tower of Walse - Enchanted Fan (Must be Confused/Controlled)
The Rift, Forest - White Flame (Must be Confused/Controlled)