Rank 1
Goblin Punch (5 MP) Learned From: Goblin
Target: Single Type: Non-elemental
The caster launches themselves at an opponent with unusual speed and suddenness, eschewing the use of his weapon. Make a standard Attack action; calculate damage as normal unless the target is of a lower level than the caster; in this case, the attack inflicts 300% damage.
Pollen (10 MP) Learned From: Killer Bee
Target: Single Type: Non-elemental
A light dust drifts around the group, which is inhaled to leave the target slightly refreshed. Pollen restores (CHA x 2) + 2d6 HP and MP to one target.
Web Armor (5 MP) Learned From: Spider
Target: Self
Type: Non-elemental
Strands of thin, translucent material wrap themselves around the caster's arms and legs, giving the caster Protect and Stop for as many rounds as the Blue Mage chooses to keep the spell active. If the Stop status effect is removed, the Protect also fades.
Choco Ball (10 MP) Learned From: Chocobo
Target: Single Type: Non-elemental Reflectable
A crackling sphere of yellow energy forms around the caster, growing in size until it is launched at the target, inflicting (CHA x 2) + 1d6 damage. Aerial-type monsters take 200% damage from Choco Ball.
Homing Laser (10 MP) Learned From: Achelous
Target: Single Type: Non-elemental Reflectable
A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. Homing Laser deals (INT x 2) + 1d6 damage, and has a 25% chance to cause Confusion.
Homing Laser can be cast at a Long Range.
Flash (40 MP) Learned From: Ochu
Target: Single
Type: Non-elemental, Status
The caster directs a searing pulse of phosphorescent light at their opponents, inflicting (CHA x 3) + 2d6 damage. Both the caster and affected monsters are then affected by the negative status effect, Blind.
Seed Cannon (10 MP) Learned From: Funguar
Target: Single
Type: Elemental (Earth)
The caster tenses up before firing a heavy seed pod, pummeling the target. Seed Cannon inflicts (VIT x 2) + 1d6 Earth damage.
Self-Destruct (20 MP) Learned From: Bomb
Target: Single Type: Non-elemental
The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for a number of points of M.ARM Fire damage equal to the caster’s maximum Hit Points. After damage has been resolved, the Caster is automatically reduced to 0 HP.
Blank Gaze (10 MP) Learned From: Ahriman
Target: Single Type: Status
The target stares into his target’s soul, eliminating magical protection with the power of the Evil Eye. Blank Gaze removes one beneficial magic effect from a random enemy, and their M.ARM score is reduced to 0 until the end of the caster’s turn.
Poison Breath (10 MP) Learned From: Hydra
Target: Single Type: Status Resist 11
A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison.
Laser Eyes (20 MP) Learned From: Anacondaur
Target: Single Type: Non-elemental Reflectable
Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (INT x 3) + 2d6 damage. This damage is not affected by monsters that have the Unusual Defense ability.
Revenge (20 MP) Learned From: Bunyip
Target: Single Type: Non-elemental
A wave of invisible force crashes into the target. For every 2 points of HP the Blue Mage is missing from his maximum health, the target takes 1 point of damage. This is not reduced by M.ARM or Shell.
Ultrawaves (40 MP) Learned From: Couerl
Target: Single
Type: Non-elemental, Status
Purple waves of ultrasonic energy ripple from the caster’s body, inflicting (INT x 7) + 2d6 damage. In addition, both the caster and affected monsters are affected by the negative status effect, Confusion.
Condemned (70 MP) Learned From: Tonberry
Target: Single Type: Non-elemental Reflectable
A cackling red skull appears over the target before slowly fading away. The foe receives the effects of the negative status effect Curse for 1d3 rounds, and does not receive a CHA check to resist the status effect.
Electrocute (20 MP) Learned From: Chimera
Target: Single
Type: Elemental (Lightning) Reflectable
The caster hovers in mid-air, conducting sparks of energy as green bolts of electrical energy blast through the air at random intervals to devastating effect. Any targets caught in the blast are struck for (INT x 6) + 2d6 Lightning damage.
Drill Shot (20 MP) Learned From: Chocobo Eater, Antlion
Target: Single Type: Non-elemental
The caster jabs at the target, creating a stream of multi- colored spheres that rush out towards it and explode on impact. Make a standard Attack action that deals 100% damage, ignoring ARM, Protect, and any other statuses that would reduce the physical damage dealt.
Lv.? Doom (80 MP) Learned From: Deathgaze
Target: Single Type: Status Reflectable
Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. When you cast this spell, roll 1d6 - Lv.? Doom only affects targets whose Level is a multiple of the number you rolled. Rolling a 1 means that all targets are affected.
There is no initial effect – however, in three rounds, the HP of a target affected by Lv.? Doom is reduced to zero, regardless of current Hit Points, ARM, or M.ARM.
Degenerator (100 MP) Learned From: Lost Soul
Target: Single Type: Non-elemental Reflectable
The caster emits a single burst of black energy that all but rips the life energy of out its target. Degenerator deals (VIT x 4) points of nonelemental damage and has a 50% chance to instantly reduce the target to 0 HP, regardless of the target's current HP and Armor rating.
Thrust Kick (80 MP) Learned From: Iron Giant
Target: Single Type: Non-elemental
The caster launches into an athletic flying kick,
surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Make a normal attack action. If successful, Thrust Kick deals (STR x 3) + 2d6 damage and the target has a 50% chance of being knocked back a Long Range – directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters who are not immune to falling damage (from the Defy Gravity ability or a Float spell, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn.
1000 Needles (100 MP) Learned From: Cactuar
Target: Single Type: Non-elemental
One thousand stinging cactus thorns are shot from the caster’s body at the target in rapid succession. A successful standard attack roll is required. If successful, 1000 Needles inflicts 100 nonelemental points of damage to the target; Shell, Unusual Defense, and M. ARM and ARM have no effect on this damage. If the melee attack roll is a Critical Success, 1000 damage is inflicted instead of the normal 100. This spell cannot reduce a target lower than 1 HP.
Aqua Rake (70 MP) Learned From: Chimera
Target: Single
Type: Elemental (Water) Reflectable
The Blue Mage releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything, damaging one enemy for (INT x 3) + 1d6 Water damage and (INT x 3) + 1d6 Wind damage.
Flamethrower (20 MP) Learned From: Chimera
Target: Single Type: Elemental (Fire) Reflectable
The caster releases a blistering stream of fire from their fingers, scorching their intended target for (INT x 6) + 2d6 Fire damage.
Angel Snack (40 MP) Learned From: Evrae
Target: Local Type: Non-elemental
A cascade of sparkling blue stars showers down on everyone in the area – both allies and enemies - negating all magic in the area. Angel’s Snack dispels all Status Conditions, beneficial or otherwise. Further, each target takes (INT x 4) + 2d6 points of nonelemental damage for every status effect removed in this fashion. Angel Snack has no effect on unconscious foes or allies.
Wall Change (50 MP) Learned From: Gigas Target: Single
Type: Non-elemental
A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change makes the target Resistant to all elements with the exception of one; roll 1d6 and consult the table below to determine which one.
The combatant is Weak to the chosen element. Roll again every round.
This effect lasts until the end of the current combat, or until the target falls to 0hp.
Roll Weakness 1 Earth 2 Fire 3 Water 4 Wind 5 Ice 6 Lightning Force Field (50 MP) Learned From: Behemoth
Target: Single Type: Non-elemental
The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a flash of
white light to engulf them, gradually spreading out to cover their allies before fading. Force Field bestows an Immunity to random elements. This spell lasts until the end of combat and may be cast multiple times on the same target(s).
Roll Immunity
1 Earth and Fire 2 Water and Wind 3 Ice and Lightning 4 Shadow 5 Holy 6 Target’s Choice
Bad Breath (100 MP) Learned From: Great Malboro
Target: Single Type: Status Resist 13
The mage exhales a stream of dark, billowing toxic smoke, the billowing fume causing varying degrees of sickness almost instantly. Bad Breath inflicts multiple Status Conditions on the target. Roll a 1d6 and consult the table below to determine which Conditions are added to the target.
Roll Status Effects 1 Berserk, Blind 2 Berserk, Blind, Poison 3 Berserk, Blind, Poison, Seal 4 Berserk, Blind, Poison, Seal, Stop 5 Berserk, Blind, Poison, Seal, Stop, Zombie 6 Berserk, Blind, Poison, Seal, Stop, Zombie, Petrify
Stone Breath (120 MP) Learned From: Adamantoise
Target: Single
Type: Elemental (Earth) Resist 13
The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath deals (VIT x 12) + 2d6 points of Earth damage and inflicts the negative status effect Petrify.
Supernova (150 MP) Learned From: Atma Weapon
Target: Single Type: Non-elemental Reflectable
Pure white light floods the area, turning all combatants into stark black shadows; a second later, a swarm of dark particles homes in on the targets, blasting them for (INT x 20) + 2d6 non-elemental damage.
Supernova can be cast at a Long Range.
Mighty Guard (100 MP) Learned From: Ultima Weapon
Target: Single Type: Status Resist 13
Brilliant green globes of energy form around the caster and their allies, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste, Float, Protect, and Shell to one target.
Roulette (150 MP) Learned From: Shinryu
Target: Local Type: Non-elemental
All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, defeating it instantly. In order to
determine the 'lucky winner' of this grisly fate, all active combatants should make a 2d6 roll once Roulette is cast. The lowest rolling combatant is immediately reduced to 0 HP, regardless of their current HP score, Armor or M. Armor rating. This ability works on all Notorious Monsters and Bosses, even if they are normally immune to instant death-inducing attacks. End Bosses remain unaffected.
White Wind (100 MP) Learned From: Wyvern, Dragons
Target: Single
Type: Elemental (Holy)
A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Caster’s Current HP) HP to one ally of his choice. If combined with the Blue Mage ability ‘Aura Magic’, the 25% HP is subtracted before the caster and all allies recover health.