Black Mage

The Black Mage is a job favorite of people no doubt, but it might become an annoyance here to some people because you have to buy all your spells rather than just getting them. A Black Mage is the nuking job as it is called, you will blow stuff up or enfeeble things, though enfeebling is often left to the Red Mage But the job of Black Mage is an important one that most party will want and demand if possible, though not as required for parties as a White Mage is, Black Mage are a popular job that party leaders will seek out.

Being a Black Mage though is a job that require skill and timing, because not only is nuking fun, its powerful and creates enmity. Knowing when too much is a skill that Black Mage will learn quickly or else they die painfully and get the tank mad. Plus there is the importance of the Magic Burst will do even larger amounts of damage than a spell alone.

Attribute Hume Elvaan Tarutaru Mithra Galka

HP

25

27

21

25

30

MP

24

22

30

24

18

Strength

5

6

4

5

6

Dexterity

7

7

7

9

7

Vitality

5

6

5

5

7

Agility

7

6

8

8

7

Intelligence

8

7

10

8

8

Mind

6

7

6

6

6

Charisma

6

6

6

5

5

 

Job Abilities

Ability Level Wait to Recast Duration Target Description

Manafont

1

2 hours

30 sec

Self

Spells cost 0 MP

Elemental Seal

15

10 min

N/A

Self

Increases accuracy of next spell

 

Job Traits

Trait Level Description

Magic Attack Bonus

10

Increases power of magic spells

Clear Mind

15

Increases amount of MP recovered during healing

Conserve MP

20

Sometimes cuts down MP cost of spells

Magic Attack Bonus

30

Increases power of magic spells

Clear Mind

30

Increases amount of MP recovered during healing

Clear Mind

45

Increases amount of MP recovered during healing

Magic Attack Bonus

50

Increases power of magic spells

Clear Mind

60

Increases amount of MP recovered during healing

Magic Attack Bonus

70

Increases power of magic spells

Clear Mind

75

Increases amount of MP recovered during healing

 

Magic Spells

Spell Name Level Magic Skill MP Cast Time (sec) Wait to Recast (sec) Description

Stone

1

Elemental

9

1.5

6.5

Deals earth damage

Poison

3

Enfeeble

5

1

5

Slowly takes HP

Blind

4

Enfeeble

5

2

10

Reduces accuracy of enemy

Water

5

Elemental

13

1.75

7.75

Deals water damage

Bind

7

Enfeeble

8

2

40

Binds an enemy to a spot

Aero

9

Elemental

18

2

9

Deals wind damage

Bio

10

Dark

22

1.5

5

Weakens attacks and takes HP

Blaze Spikes

10

Enhancing

8

3

10

Defensive flames that deal damage when you are hit

Drain

12

Dark

21

3

60

Absorbs HP from enemy

Fire

13

Elemental

24

2.25

10.25

Deals fire damage

Stonega

15

Elemental

37

2.5

11

Deals earth damage to area

Shock

16

Elemental

25

2.5

10

Lowers Mind and takes HP

Blizzard

17

Elemental

30

2.5

11.5

Deals ice damage

Warp

17

Enhancing

100

4

10

Transports you to your home point

Rasp

18

Elemental

25

2.5

10

Lowers Dexterity and takes HP

Waterga

19

Elemental

47

2.75

12.25

Deals water damage to area

Choke

20

Elemental

25

1.5

10

Lowers Vitality and takes HP

Ice Spikes

20

Enhancing

16

3

10

Ice defense that deals damage when you are hit

Sleep

20

Enfeeble

19

2.5

30

Puts enemy to sleep

Thunder

21

Elemental

37

3

13

Deals lightning damage

Frost

22

Elemental

25

2.5

10

Lowers agility and takes HP

Aeroga

23

Elemental

57

3

13.5

Deals wind damage to area

Poisonga

24

Enfeeble

44

2

10

Poisons area

Burn

24

Elemental

25

2.5

10

Lowers intelligences and takes HP

Aspir

25

Dark

10

3

60

Absorbs MP

Tractor

25

Dark

26

3

10

Pulls dead character to your spot

Stone II

26

Elemental

43

3.25

14.5

Deals earth damage

Drown

27

Elemental

25

2.5

10

Lowers strength and takes HP

Firaga

28

Elemental

71

3.5

15.25

Deals fire damage to area

Escape

29

Enhancing

125

15

60

Transports party outside of dungeon

Water II

30

Elemental

51

3.5

15.75

Deals water damage

Shock Spikes

30

Enhancing

24

3

10

Lightning defense that deals damage when you are hit

Blizzaga

32

Elemental

82

3.75

16.5

Deals ice damage to area

Aero II

34

Elemental

59

3.75

17

Deals wind damage

Bio II

35

Dark

66

1.5

5

Lowers attack and takes HP

Thundaga

36

Elemental

95

4

17.75

Deals lightning damage to area

Fire II

38

Elemental

68

4.25

18.5

Deals fire damage

Stonega II

40

Elemental

109

4.25

19

Deals stone damage to area

Warp II

40

Enhancing

150

5

10

Transports a member to home point

Sleep II

41

Enfeeble

29

3

30

Puts enemy to sleep

Blizzard II

42

Elemental

77

4.5

19.75

Deals ice damage

Poison II

43

Enfeeble

38

1

5

Poisons enemy

Waterga II

44

Elemental

123

4.5

20.25

Deals water damage to area

Stun

45

Dark

25

.5

45

Temporarily stops enemy completely

Thunder II

46

Elemental

86

4.75

21

Deals lightning damage

Aeroga II

48

Elemental

138

5

21.75

Deals wind damage to area

Freeze

50

Elemental

307

17.75

41.5

Deals ice damage and reduces resistance to ice

Stone III

51

Elemental

92

5.25

22.5

Deals earth damage

Tornado

52

Elemental

332

18

42.25

Deals wind damage and reduces resistance to wind

Firaga II

53

Elemental

152

5.25

23.25

Deals fire damage

Quake

54

Elemental

337

18.25

42.75

Deals earth damage and reduces resistance to earth

Water III

55

Elemental

98

5.50

24

Deals water damage

Burst

56

Elemental

352

18.5

43.25

Deals lightning damage and reduces resistance to lightning

Blizzaga II

57

Elemental

175

5.5

24.5

Deals ice damage to area

Flood

58

Elemental

368

18.75

43.75

Deals water damage and reduces resistance to water

Aero III

59

Elemental

106

5.75

25.25

Deals water damage

Flare

60

Elemental

383

19

44.5

Deals fire damage and reduces resistance to fire

Thundaga II

61

Elemental

193

6

26

Deals lightning damage to area

Fire III

62

Elemental

113

6

26.5

Deals fire damage

Stonega III

63

Elemental

211

6.25

27.25

Deals earth damage to area

Blizzard III

64

Elemental

120

6.25

27.75

Deals ice damage

Waterga III

65

Elemental

231

6.5

28.5

Deals water damage to area

Thunder III

66

Elemental

128

6.75

29.25

Deals lightning damage

Aeroga III

67

Elemental

252

6.75

29.75

Deals wind damage to area

Stone IV

68

Elemental

138

7

30.75

Deals earth damage

Firaga III

69

Elemental

277

7.25

31.5

Deals fire damage to area

Water IV

70

Elemental

144

7.25

32

Deals water damage

Blizzaga III

71

Elemental

299

7.5

32.75

Deals ice damage to area

Aero IV

72

Elemental

150

7.5

33.25

Deals wind damage

Fire IV

73

Elemental

157

8

34.75

Deals fire damage

Thundaga III

73

Elemental

322

7.75

34

Deals lightning damage to area

Blizzard IV

74

Elemental

164

8.25

36

Deals ice damage

Thunder IV

75

Elemental

171

8.5

37.25

Deals lightning damage

Life as a Black Mage

As a Black Mage you will most often been a career job or a sub to a White Mage or a Red Mage. Being a sub job as a Black Mage you will be taking advantage of the extra MP and spells that become available with the Black Mage. However, most White Mages use next to none of the spells of a Black Mage until higher levels with Escape and Warp become available. A Black Mage is more useful to a Red Mage, though their spells tends to overlap a lot to the point where the use of the Black Mages few extra spells are limited to an enfeebling spell and Warp and Escape making the situation as with a White Mage almost pointless as well.

A Black Mage is a fun job to be as a career job, you will have powerful spells and people will want you in the party. The only down side to being a Black Mage is that some of the spells in the higher levels will get expensive to buy. But considering it is only an one-time deal unlike other jobs, it's a small price to pay which you can make back up. As a Black Mage, the stats important you are Intelligence and MP, the more MP you have the better because you can cast more spells and having more INT will increase the damage of the spells. This makes the idea of having a SMN sub job questioned as a possibility, however considering the often need for healing back up, a WHM sub job is more advised for a Black Mage.

Leveling your Black Mage early on as you begin will sometimes become a chore because of the Black Mage's heavy reliance on MP to do any form of damage. This results in a lot of resting on part of the Black Mage. However, considering that the Black Mage's spells are quite powerful, easy prey enemies will no doubt fall at your hands with only one spell and maybe a nice whack from your staff. Because of this, it can be quick to level. However, to fight tougher monsters, your HP or defense will not allow you to stay in battle for long periods. A wise Black Mage uses Bind to their advantage holding the enemy at bay while you are free to nuke the monster till its dead. Remember though that the Magic Skill points come in very important in fighting monsters, especially enfeebling spells. The higher your enfeeble the better chances of it not being resisted and last longer. It is important that your enfeeble is high.

Why would you pick Black Mage as a sub job, because as anyone knows sub jobs power is cut in half. So why would you want half the power of a Black Mage. Well, you really do not want their power, per say, but some of the abilities and spells. Subbing Black Mage with a mage job will naturally give you the extra MP and the job traits that come with it, which is of great value. Though even more important are the spells Warp and Escape, lifesavers as many know already from experience. Being able to take your party to safety in the event your main Black Mage cannot is important. This is why you will find a great many WHM and RDM subbing BLM, also for the Warp, but that is just secondary.

Things to remember as a Black Mage are that your spells will create lots of enmity on the monsters. When you hit a monster for a hundred damage, they will not like you for it. But will ignore you because the tank is being more annoying. However, you hit them too much too often, they will find you more annoying than a tank. Thus enters the problem of the Black Mage, they have all this power and are unable to us it to full potential because they will die otherwise. Learning to know when it is safe to fire off another spell becomes important, and it will be something that you will learn and adapt as each tank is different, or else you'll find yourself dead a lot. And a note to those wanting to be Black Mages, important strategy on selecting spells to cast, never ever, I do mean never cast your largest most powerful spell first. Why? Because the tank has not built up the hate to hold the monster, you will quick find yourself facing down the monster, and all these melee shooting off provokes trying for the life of them to pull it off you. Then the White Mage goes and cures you a big Cure III and the monster hates that even more and kills the White Mage because all the provokes gone. There is nothing left to do and the party gets mad and screwed. Do not ever do that, start off small and work into it.