Black Mage
job · BLM
The Black Mage is the party's artillery: six elements of nuking magic, the Ancient spells, sleep and bind to control a crowd, and the biggest magic bursts in the game.
BLM · two-hour Manafont · 7 job abilities · 27 trait ranks · 224 spells · 27 weapon skills
What the job does:
Black Mage turns MP into damage. Every element has a ladder of spells (Stone, Water, Aero, Fire, Blizzard, Thunder), each rung stronger, slower and more expensive than the last, and there are area versions (-ga, -ja) and the Ancient Magic spells on top. Around the nukes you have the tools to keep a fight under control: Sleep, Sleepga, Bind, Stun, Break, and the damage-over-time spells (Burn, Choke, Rasp, Shock, Drown, Frost, Bio).
What it is good at: the highest spell damage of any job, the best magic burst bonuses, and the ability to put a whole pull to sleep.
What it is bad at: surviving anything that notices it, lasting more than a few big spells without MP, and doing anything when silenced. Mana Wall (level 76) helps with the first, Aspir, Drain and Clear Mind with the second.
From the Black Mage's seat a fight is a series of decisions about time and MP: which element, which tier, and when. The tier that does the most damage per cast is the highest one you can afford, but the tier you cast during a skillchain window is the one that finishes casting inside the window. That second rule is what Black Mage is about.
Role in a party:
Damage, and the party's burst. A party expects you to hit hard, stay off the monster's hate list, and fire your biggest spell into every skillchain. Control is the other half: a Sleepga on the pull, a Bind on the runner, a Stun on the monster's big move.
What the Black Mage brings that nothing else does:
- Tier V and the -ja spells. Stone V (level 77) up to Thundaja (level 96): the strongest elemental nukes.
- Comet (level 94) and Meteor (level 99). Comet is dark and can burst; Meteor is not elemental and cannot.
- Manafont (level 1): sixty seconds of spells that cost no MP, once an hour.
- Cascade (level 85): adds one point of base damage to your next elemental spell for every 10 TP you hold. At 3,000 TP that is +300.
- Mana Wall (level 76): half of the damage you take is paid in MP instead of HP, for five minutes.
Subjobs:
Your support job's abilities work at half your level, so at 99 you have a level 49 subjob.
Subjob | When to use it | What it gives at 49 |
Scholar | The default. | Dark Arts and Addendum: Black, Alacrity (halves the cast and recast of your next black spell), Parsimony (halves its MP), Sublimation (stored MP), Manifestation (recast tripled as a subjob) |
Red Mage | When MP is the limit. | Convert (swap HP and MP), Refresh (level 41), Haste (48), Fast Cast and Fast Cast II |
White Mage | Solo, or with no healer. | Cure III and IV, Haste (40), Raise, Erase, Curaga II, Divine Seal |
Summoner | When you want a pet to tank. | Carbuncle or any avatar to hold the monster; Light Spirit to cure you |
Start with Scholar. Alacrity on a Tier V is the fastest burst Black Mage can make, and Parsimony on a Tier IV or V pays for itself in a few fights. Switch to Red Mage when you are running dry.
How the abilities work together:
Know the durations. Base recasts are shown; job ability recasts on Vanadreams are 15% shorter.
Ability | Level | Lasts | Recast | What it does |
Manafont | 1 | 60 s | 1 hour | Spells cost no MP; job points add damage |
Elemental Seal | 15 | next spell, up to 60 s | 10 min | +256 magic accuracy on your next elemental or enfeebling spell |
Mana Wall | 76 | 5 min | 10 min | Half of the damage you take is paid from MP |
Cascade | 85 | 60 s or the next spell | 1 min | Your TP / 10 added to the base damage of the next elemental spell |
Enmity Douse | 87 | instant | 10 min | Drops your hate on the target to nothing |
Manawell | 95 | 60 s | 10 min | Removes the MP cost of the next spell the target casts |
Subtle Sorcery | 96 | 60 s | 1 hour | Lowers the hate your spells make |
The nuke ladder.
Tier | Levels | Cast time | Notes |
I | 1 to 21 | 0.5 s | Stone, Water, Aero, Fire, Blizzard, Thunder at 1, 5, 9, 13, 17, 21 |
II | 26 to 46 | 1.5 s | Stone II at 26, Thunder II at 46 |
III | 51 to 66 | 3 s | Stone III at 51, Thunder III at 66 |
IV | 68 to 75 | 5 s | Stone IV 68, Water IV 70, Aero IV 72, Fire IV 73, Blizzard IV 74, Thunder IV 75 |
V | 77 to 92 | 7.5 s | Stone V 77, Water V 80, Aero V 83, Fire V 86, Blizzard V 89, Thunder V 92 |
-ga | 15 to 73 | 2 to 7 s | Stonega 15 up to Thundaga III 73; hits everything near the target, each extra target takes less |
-ja | 81 to 96 | 7 s | Stoneja 81, Waterja 84, Aeroja 87, Firaja 90, Blizzaja 93, Thundaja 96 |
Ancient | 50 to 75 | 7 to 8.5 s | Freeze 50, Tornado 52, Quake 54, Burst 56, Flood 58, Flare 60, and the II spells at 75 |
Cast times shorten with the Elemental Celerity trait (levels 50, 60, 70, 80, 90), Fast Cast gear and Alacrity. Tier III recasts in 15 seconds, Tier IV in 30 and Tier V in 45, so you do not cast one spell repeatedly: you rotate elements. A normal bar uses Fire, Blizzard and Thunder, and swaps in the element a monster is weak to.
The burst rotation. A skillchain opens a 10-second window; the next weapon skill, 3 seconds or more later, closes it, and a closed chain opens a new window one second shorter. Your spell is worked out the moment your cast finishes, so a slow spell can start a few seconds before the chain closes as long as it finishes inside the window. Magic burst also adds accuracy to the spell, which makes it the best time to land a spell on a monster that resists. The steps are:
- The melee opener lands.
- You start your spell so it finishes after the closer.
- The closer lands an [cut off]
Working with other jobs:
Which spell for which chain. Each skillchain bursts with the elements of its properties.
Skillchain | Your spells |
Transfixion | none (light only) |
Compression | Drain, Aspir, Comet |
Liquefaction | Fire spells, Flare |
Scission | Stone spells, Quake |
Reverberation | Water spells, Flood |
Detonation | Aero spells, Tornado |
Induration | Blizzard spells, Freeze |
Impaction | Thunder spells, Burst |
Gravitation | Stone and Quake, Comet |
Distortion | Water and Ice spells |
Fusion | Fire spells |
Fragmentation | Thunder or Aero spells |
Light | Fire, Aero or Thunder spells |
Darkness | Stone, Water or Blizzard spells, Comet |
Chains you can ask for. Real examples built from the Skillchains page:
- Light: Savage Blade (sword) then Tachi: Kasha (great katana). Burst with Fire V, Thunder V, Aero V or Firaja.
- Fusion: Chant du Cygne (sword) then Tachi: Kasha, or then Upheaval (great axe). Burst with Fire.
- Fragmentation: Requiescat then Savage Blade. Burst with Thunder or Aero.
- Distortion: Savage Blade then Chant du Cygne. Burst with Blizzard or Water.
- Gravitation: Tachi: Kasha then Requiescat. Burst with Stone or Comet.
- Darkness: Chant du Cygne then Requiescat. Burst with Stone, Water, Blizzard or Comet.
- Detonation: Savage Blade then Aeolian Edge. Burst with Aero.
Light and Darkness are the best ones to ask for: three or four of your elements burst on each, so you never need to wait for a particular spell to come off recast. Every Black Mage in the party can burst the same chain; the burst does not use up the window.
Aeonic Aftermath. A Khatvanga used for its weapon skill Shattersoul gives 3 minutes of extra Skillchain and Magic Burst Bonus outside the 40% gear cap (+3% under 1,500 TP up to +10% at 3,000). Use Shattersoul at 1,000 TP or more before a burst-heavy phase.
Trusts. Most Trusts weapon skill whenever they have TP, so their chains are luck. A few play for it: Ayame holds her TP to open, Gessho and Maat hold theirs to close, and Selh'teus and Karaha-Baruha save theirs to close. Call an opener and a closer together and your burst lands every time. Robel-Akbel, Teodor, Mumor II, Iroha II, Matsui-P, Arciela II, Ark Angel TT and King of Hearts burst on their own, Ingrid II bursts with Banish, so cast your own burst as soon as the chain lands; the burst window is shared, so nobody loses by joining in. Shantotto, Kayeel-Payeel and Kukki-Chebukki nuke without a chain.
Tanks. Black Mage pulls hate fast. Wait for the tank to get a lead, then o [cut off]
Levelling it:
Level | What you get |
1 | Manafont, Stone |
5 | Water |
9 | Aero |
10 | Bio, Blaze Spikes, Magic Atk. Bonus |
12 | Drain |
13 | Fire |
15 | Elemental Seal, Stonega |
17 | Blizzard |
20 | Sleep, Conserve MP |
21 | Thunder |
25 | Aspir |
31 | Sleepga |
45 | Stun, Mag. Burst Bonus |
50 | Freeze, Elemental Celerity |
60 | Flare |
68 | Stone IV |
75 | Flare II and the other Ancient II spells, Thunder IV |
76 | Mana Wall, Conserve MP II |
77 | Stone V |
85 | Cascade, Occult Acumen, Break |
87 | Enmity Douse |
90 | Firaja, Impact |
94 | Comet |
95 | Manawell, Breakga |
96 | Subtle Sorcery |
99 | Meteor, Dispelga |
- Levels 1 to 20. Stone, Water and Aero are all you need. Fight with Trusts: a tank (Curilla) and a healer (Ygnas), and stay at range.
- Levels 20 to 45. Sleep keeps you alive. Learn Sleepga at 31.
- Levels 50 to 75. Tier III, Tier IV and the Ancient spells. The jump at 50 is Elemental Celerity: casts get faster for the rest of your life.
- To 99. Your level cap starts at 70. To open 99, finish Shattering Stars with Maat in Ru'Lude Gardens at level 66 or higher. You level on standard experience rates with Records of Eminence and Trusts; capacity points are 10x. Classic mode holds you at 75, then 90, until you finish its lists. In Moogle Mode you learn every spell a vendor sells as you reach its level.
Good Trusts for a levelling Black Mage: Curilla or Invincible Shield (UC) to hold the monster, Ygnas or Pieuje (UC) to heal, and a Trust that can open a chain such as Ayame. Use !trustengage to choose how they join the fight.
At 99 and endgame:
Merits. Two groups.
- Group 1: Elemental Seal recast (20 seconds shorter a level) and a potency merit for each element (+2 magic attack for that element a level).
- Group 2: Ancient Magic attack and Ancient Magic burst damage (+3 a level), Elemental magic accuracy, Elemental debuff duration and effect (Burn, Choke, Rasp, Shock, Drown, Frost), Aspir absorption.
Job points. Master the job at 2,100 job points. Gifts worth reaching first:
- 5: Magic Defense +2. 10: Magic Attack +7. 30: Magic Accuracy +6.
- 45 and 320: Elemental Magic Skill. 80, 405, 980 and 1,805: Magic Burst Damage Bonus (+5, +5, +6, +7).
- 125, 450, 1,050 and 1,900: Magic Damage Bonus (+5, +5, +6, +7).
- 150, 500, 1,125 and 2,000: Elemental Celerity (+2 each).
- 210, 660 and 1,360: Magic Attack (+11, +14, +18).
- 2,100: all hourly abilities come back 15 minutes sooner.
Spend category points on Magic Burst Damage Bonus (+1% a rank, outside the 40% cap), Magic Damage Bonus (+1 a rank), Manafont Effect (+3 magic damage a rank while it is up), Magic Accuracy Bonus and Manawell Effect.
Master levels. Maat or the Nomad Moogle in Ru'Lude Gardens hands out Job Breaker at 99 and Master Breaker on a mastered level 99 job. Mastering the job opens Superior Level gear for it.
Where it shines. Anywhere a melee party chains: Omen, Odyssey, Ambuscade, Vagary, Dynamis - Divergence, Limbus and Walk of Echoes. Trusts are allowed in most of them, so you can bring a Trust tank, a healer, an opener and a closer and burst every chain. Sortie, Nyzul Isle, Einherjar, Salvage and Assault do not allow Trusts, so bring players there.
Gear to aim for:
Band | Weapons | Armor and accessories |
1 to 50 | Yew Wand, Elm Staff, Mythril Rod, Solid Wand, Oak Staff | Sorcerer's Ring (50) |
51 to 69 | Fire Staff, Ice Staff, Wind Staff, Mahogany Staff | Wizard's Petasos, Wizard's Coat, Wizard's Gloves, Wizard's Tonban, Wizard's Sabots |
70 to 79 | Mage's Staff | Sorcerer's Petas., Sorcerer's Coat, Sorcerer's Gloves, Sorcerer's Tonban, Sorcerer's Sabots, Sorcerer's Belt, Hachirin-no-Obi |
80 to 98 | Mage's Staff | Hecate's Crown, Mujin Band, Archon Ring, Twilight Cape |
99 | Laevateinn, Claustrum, Hvergelmir, Khatvanga, Kaladanda, Lathi, Mpaca's Staff, Archmage's Staff | Wicce Petasos +3, Wicce Coat +3, Wicce Gloves +3, Wicce Chausses +3, Wicce Sabots +3 |
- Artifact: the Wizard's set, which becomes Spaekona's Coat +3 and the rest of the Spaekona's set.
- Relic: the Sorcerer's set, which becomes the Archmage's set. Sorcerer's Gloves add damage to a magic burst.
- Empyrean: the Goetia set (Goetia Petasos +2 and so on), which becomes the Wicce set above.
- Burst gear: Ea Hat +1, Ea Houppe. +1, Ea Cuffs +1, Ea Slops +1 and Ea Pigaches +1 add magic burst damage; Taranus's Cape adds 5% magic burst damage and 10% to Mana Wall; Mujin Band adds Skillchain Bonus and magic burst damage.
- Damage gear: Mallquis Chapeau, Mallquis Saio, Seidr Cotehardie, Sorcerer's Stole, Regal Earring, Malignance Earring.
- Weapons: Claustrum (relic staff), Laevateinn (mythic staff, "Vidohunir"), Hvergelmir (empyrean staff, "Myrkr"), Khatvanga (Aeonic staff, "Shattersoul"), Kaladanda (made by Oboro in Port Jeuno), Wizard's Rod (club).
- Set help: vanagear builds nuke, burst and idle sets for you.
Common mistakes:
- Casting a spell that finishes after the window. A Tier V is a 7.5 second cast. Start it early or use a Tier IV.
- Bursting with the wrong element. Check the table: a Thunder spell does nothing special on Induration.
- Meteor on a burst. Meteor has no element and cannot burst. Use it for raw damage.
- Nuking the same element twice. Each tier has a recast of 15 seconds or more. Rotate elements.
- Pulling hate with the opener. Wait for the tank, then cast. Enmity Douse is the repair button.
- Wasting Elemental Seal on a weak monster. Keep it for the boss that resists you.
- Drinking all your MP on the first spell. Aspir and Clear Mind are part of the job; rest when the monster is dead.
- Leaving Mana Wall on without telling the healer. The party sees you take no damage and thinks you are fine while your MP drains.
Job abilities: Manafont (SP, recast 1h): Allows spellcasting without using MP. | Elemental Seal (Lv 15, recast 10 min): Enhances the accuracy of your next spell. | Mana Wall (Lv 76, recast 10 min): Allows you to take damage with MP. | Cascade (Lv 85, recast 1 min): Grants a damage bonus to the next elemental magic spell cast based on TP consumed. | Enmity Douse (Lv 87, recast 10 min): Reduces the target's enmity towards you. | Manawell (Lv 95, recast 10 min): Eliminates the cost of the next magic spell the target casts. | Subtle Sorcery (Lv 96, recast 1h): Reduces the amount of enmity generated from magic spells.
Traits: Magic Atk. Bonus (Lv 10), Clear Mind (Lv 15), Conserve MP (Lv 20), Clear Mind II (Lv 30), Magic Atk. Bonus II (Lv 30), Clear Mind III (Lv 45), Mag. Burst Bonus (Lv 45), Elemental Celerity (Lv 50), Magic Atk. Bonus III (Lv 50), Mag. Burst Bonus II (Lv 58), Clear Mind IV (Lv 60), Elemental Celerity II (Lv 60), Elemental Celerity III (Lv 70), Magic Atk. Bonus IV (Lv 70), Mag. Burst Bonus III (Lv 71), Clear Mind V (Lv 75), Conserve MP II (Lv 76), Elemental Celerity IV (Lv 80), Magic Atk. Bonus V (Lv 81), Mag. Burst Bonus IV (Lv 84), Occult Acumen (Lv 85), Conserve MP III (Lv 86), Elemental Celerity V (Lv 90), Magic Atk. Bonus VI (Lv 91), Occult Acumen II (Lv 95), Clear Mind VI (Lv 96), Mag. Burst Bonus V (Lv 97)
Spells by level: Stone 1, Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1, Poison 3, Blind 4, Water 5, Bind 7, Aero 9, Bio 10, Blaze Spikes 10, Drain 12, Fire 13, Stonega 15, Shock 16, Blizzard 17, Warp 17, Rasp 18, Waterga 19, Choke 20, Ice Spikes 20, Sleep 20, Thunder 21, Frost 22, Aeroga 23, Poisonga 24, Burn 24, Aspir 25, Tractor 25, Stone II 26, Drown 27, Firaga 28, Escape 29, Water II 30, Shock Spikes 30, Sleepga 31, Blizzaga 32, Aero II 34, Bio II 35, Thundaga 36, Fire II 38, Stonega II 40, Warp II 40, Sleep II 41, Blizzard II 42, Poison II 43, Waterga II 44, Stun 45, Thunder II 46, Aeroga II 48, Freeze 50, Stone III 51, Tornado 52, Firaga II 53, Quake 54, Water III 55, Retrace 55, Burst 56, Sleepga II 56, Blizzaga II 57, Flood 58, Aero III 59, Flare 60, Thundaga II 61, Fire III 62, Stonega III 63, Blizzard III 64, Poisonga II 64, Waterga III 65, Thunder III 66, Aeroga III 67, Stone IV 68, Firaga III 69, Water IV 70, Blizzaga III 71, Aero IV 72, Fire IV 73, Thundaga III 73, Blizzard IV 74, Thunder IV 75, Flare II 75, Freeze II 75, Tornado II 75, Quake II 75, Burst II 75, Flood II 75, Stone V 77, Water V 80, Stoneja 81, Aero V 83, Aspir II 83, Waterja 84, Break 85, Fire V 86, Aeroja 87, Blizzard V 89, Firaja 90, Impact 90, Thunder V 92, Blizzaja 93, Comet 94, Breakga 95, Thundaja 96, Meteor 99, Dispelga 99
Weapon skills: Wasp Sting (Dagger 5; Scission), Shadowstitch (Dagger 70; Reverberation), Gust Slash (Dagger 40; Detonation), Energy Steal (Dagger 150; ), Slice (Scythe 5; Scission), Dark Harvest (Scythe 30; Reverberation), Nightmare Scythe (Scythe 100; Compression/Scission), Spinning Scythe (Scythe 125; Reverberation/Scission), Vorpal Scythe (Scythe 150; Transfixion/Scission), Infernal Scythe (Scythe 300; Compression/Reverberation), Shining Strike (Club 5; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Black Halo (Club 230; Fragmentation/Compression), Realmrazer (Club 357; Fusion/Impaction), Heavy Swing (Staff 5; Impaction), Rock Crusher (Staff 40; Impaction), Starburst (Staff 100; Compression/Reverberation), Shell Crusher (Staff 175; Detonation), Full Swing (Staff 200; Liquefaction/Impaction), Spirit Taker (Staff 215; ), Retribution (Staff 230; Gravitation/Reverberation), Vidohunir (Staff; Fragmentation/Distortion), Myrkr (Staff; ), Shattersoul (Staff 357; Gravitation/Induration)