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This is a guide for people who want to ensure their Blue Mage has all possible spells collected at their earliest points, in the order they can be retrieved.
Introduction
This is a quick, basic guide for getting all Blue Mage spells as early as possible. The goal for this guide is that you can refer to it occasionally as you play the game, reading along every time you make some progress.
There are other guides with more exhaustive information about Blue Mage abilities, but I don’t think most players are interested in every single enemy that can possibly cast a spell- you want to be earning them as you play along! So this guide is written in a way that will let you do that đŸ™‚
How does Blue Mage stuff work?
Blue Mage spells are learned by an enemy using these abilities on a Blue Mage in your party or someone with the “learn” ability. The spell must specifically target and land on the party member successfully or you will not learn it. This can be tricky depending on the enemy and the spell.
For example, Level 5 Death can only be learned when your level is a multiple of 5, such as level 5, 10, 15, 20, etc. and since players often have their entire party at the same level, this spell will typically kill the entire party. I have included some notes on how to work around this.
Sometimes the enemy won’t cast the ability I need. What gives?
There are some abilities that the enemy won’t use on its own or won’t target your party even when they do use it. For these abilities you need a Beastmaster with their second ability called “!control”. This allows you to control the enemy and force them to use the ability on your Blue Mage.
Some of these enemies are encountered before you get the Beastmaster class, so you’ll need to come back shortly after getting it (I have left notes letting you know when this is the case).
Goblin Punch
Attacks one enemy with a goblin’s strength.
MP Cost: 0
Earliest enemy: Black Goblin
Location: Wind Shrine
One of the first enemies you encounter. It’s not a great ability. But it’s free? I guess?
Remember that you will need a Blue Mage to be hit by this ability and survive in order to learn it! The entire party will learn the ability as well, so no need for more than a single Blue Mage at any given time (unless you want one for casting abilities and another for learning abilities).
Aero
Deals wind damage.
MP Cost: 4
Earliest enemy: Moldwynd
Location: Wind Shrine
Valuable early spell and easy to get. One of the few sources of wind damage in the game. This should be the first ability you search for.
Vampire
Absorbs HP from one enemy.
MP Cost: 2
Earliest enemy: Steel Bat
Location: Pirates Hideout
Another early valuable spell. Doesn’t do much damage but can heal you up in a pinch if damage is heavy and the healer is otherwise busy.
Flash
Inflicts all enemies with darkness.
MP Cost: 7
Earliest enemy: Headstone
Location: North Mountain
Extremely valuable spell. Makes the Shiva encounter a walk in the park since the blind lands pretty reliably and hits all enemies at once.
Since Headstone does not have enough MP to cast the spell you must use an ether on it first.
Pond’s Chorus
Turns one enemy into a toad.
MP Cost: 5
Earliest enemy: Elf Toad
Location: Walse Tower
Elf Toad will only use this ability when they are the last enemy remaining.
Moon Flute
Causes berserk for all allies.
MP Cost: 3
Earliest enemy: Jackanapes
Location: Walse Tower
Even though Jackanapes is the first enemy who uses this ability, I would not recommended getting it from this encounter as its way too difficult at this stage of the game. Instead you can grab it from an easier enemy just a little further into the game.
Enemy: Page 256
Location: Library of the Ancients
For a physical-damage based party this ability is amazing, as you’ll be dealing double damage roughly and attacking immediately thanks to auto-battle. There is no way to undo this once you’ve cast it.
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MP Cost: 3
Earliest enemy: Wild Nakk
Location: Forest area next to Karnak Castle on the overworld map
Does more damage depending on the difference between your current HP and your maximum HP. Great way to deal damage early in the game if the enemy has high defense.
Self-Destruct
Sacrifices the caster to deal massive damage to one enemy.
MP Cost: 1
Earliest enemy: Motor Trap
Location: Fire-Powered Ship
This enemy appears sometimes when only one enemy remains during an encounter on the Fire-Powered Ship. You can cast thunder or a thunder-based ability on it to trigger Self-Destruct immediately.
Aera
Deals wind damage.
MP Cost: 10
Earliest enemy: Gigas
Location: Karnak Castle
Solid ability and another rare source of wind damage. If you don’t get Aera from Gigas there are plenty of other enemies who use it throughout the game. Given the timer sequence you may not find it worthwhile to spend time grinding it here.
Death Claw
Brings one enemy to the point of death, and inflict paralysis.
MP Cost: 21
Earliest enemy: Iron Claw (boss)
Location: Karnak Castle
Extremely valuable ability this early in the game and worth some of the frustration it takes to obtain it during the escape sequence. Since many early bosses are susceptible this can trivialize their encounters (especially the bombs in the second half of the game).
Would recommend quick saving at the end of the escape sequence with at least one minute remaining to get the ability, kill Iron Claw, and flee the castle in time.
Aqua Breath
Uses bubbles to surround and damage all enemies.
MP Cost: 38
Earliest enemy: Dhorme Chimera
Location: Desert area north of the Library of the Ancients
Valuable source of non-elemental damage that is over-shadowed by its steep MP cost. Decent enough damage if you don’t have a Summoner available.
Transfusion
Sacrifices the caster to completely restore one ally’s HP and MP.
MP Cost: 13
Earliest enemy: Mythril Dragon
Location: Plains area outside the Library of the Ancients
Great on paper but probably won’t see much use in practice. Might be a good way to heal up your healer if they ran out of HP and you don’t have any items to get the job done.
You will need a Beastmaster to use !control on a member of your party to get this.
Missile
Quarters one enemy’s HP.
MP Cost: 7
Earliest enemy: Motor Trap
Location: Fire-Powered Ship
I never found a great use for this ability. In any instance where you’re trying to do a large amount of damage, Death Claw or 1000 Needles seems the better options.
You will need to skip this initially and come back with a Beastmaster to force the ability using !control. Be sure to get this BEFORE boarding the ship again with Cid and Mid- otherwise it’ll be a few hours before you get another chance.
Level 5 Death
Hits enemies with levels that are multiples of 5.
MP Cost: 22
Earliest enemy: Page 64
Location: Library of the Ancients
Can only be learned by a character who is a multiple of level 5 getting killed by it. Would recommend coming back with Dark Spark (see further below) to adjust your level in combat, as often times your whole party has the same level and would be instantly wiped.
Off-Guard
Reduces the defense of one enemy.
MP Cost: 19
Earliest enemy: Page 256
Location: Library of the Ancients
Great ability if you can succeed at landing it on bosses, though mine all missed when I tried. You’ll want a Beastmaster at the top of your party ready to !control as the first move is usually casting Moon Flute, which will berserk your entire party.
Magic Hammer
Halves one enemy’s MP.
MP Cost: 3
Earliest enemy: Byblos (boss)
Location: Library of the Ancients
Another ability with limited viability. It’s fun to watch the hammer bonk enemies.
Dark Spark
Halves one enemy’s level.
MP Cost: 27
Earliest enemy: Black Flame
Location: Forest area on the first island south-west of Crescent Island.
Really helpful ability for learning other level-based abilities when you don’t have anyone in your party of the required level.
Flame Thrower
Engulfs one enemy in flames.
MP Cost: 5
Earliest enemy: Prototype
Location: The second island south-west of Crescent Island (next to the one with Black Flames).
Great low-cost ability with medium-ish damage for general combat. Highly recommended using a Beastmaster with !control to learn the ability as well as survive the battle.
White Wind
Restores each party member’s HP by an amount equal to the caster’s current HP.
MP Cost: 28
Earliest enemy: Enchanted Fan
Location: Ronka Ruins
Awesome healing ability that remains useful through the end of the game. You’ll need a Beastmaster with !control for this one.
1000 Needles
Deals 1000 damage to one enemy.
MP Cost: 25
Earliest enemy: Lamia
Location: Ronka Ruins
Extremely useful ability that trivializes boss encounters for the next few hours of the game. You’ll want a Beastmaster with !control to get this if you don’t want to get hit for 1,000 damage more than once.
Level 4 Graviga
Hits enemies with levels that are multiples of 4.
MP Cost: 25
Earliest enemy: Ghidra
Location: Ronka Ruins
Not a very useful ability and not very easy to get either. Ghidra is a rare encounter in the room adjacent to (the left of) the room with the boss of Ronka Ruins. If you don’t have a Blue Mage at a level with a multiple of 4 then use Dark Spark until you do.
Time Slip
Inflicts one enemy with sleep, and causes it to age.
MP Cost: 9
Earliest enemy: Traveler
Location: Barrier Tower
Easy enough to obtain without !control. Gives a useful combination of “old” and “sleep” at the same time.
Level 3 Flare
Hits enemies with levels that are multiples of 3.
MP Cost: 18
Earliest enemy: Red Dragon (treasure chest monster)
Location: Barrier Tower
This one will take some preparation! The ability will only hit someone with a level with a multiple of 3, but to make matters worse Red Dragon does not cast this naturally, nor can you target your own party even with !control.
Here is what you will need to get this ability:
- Party member who is a level that is a multiple of 3
- Chemist ability “Mix” (job level 2)
- Dragon Fang
- Phoenix Down
- Beastmaster ability “!control” (job level 2)
Once you have all of the above, you’re ready to learn some blue magic!
- Quick save, then engage the Red Dragon by opening chest in the second room of Barrier Tower (note: sometimes you will get a Yellow Dragon; just run away and try again)
- Use !control to begin controlling the Red Dragon
- Use Mix to combine Phoenix Down with Dragon Fang; target the Red Dragon
- With Reflect now cast on Red Dragon, you can bounce Level 3 Flare back onto your own party
It can take a few tries to hit the right party member and you may need to restart from your Quick Save file if reflect wears off. Once you’ve been hit by the ability you can wait a few rounds for reflect to disappear and have Red Dragon kill itself with Level 3 Flare.
Level 2 Old
Hits enemies with levels that are multiples of 2.
MP Cost: 11
Earliest enemy: Level Tricker
Location: Barrier Tower
Similar to Level 3 Flare, Level Tricker does not use this ability naturally and can not target your party when using !control, so you will need to follow the same steps of mixing a reflect potion with a Dragon Fang + Pheonix Down, then bouncing Level 2 Old onto your own party.
Aeroga
Deals wind damage.
MP Cost: 24
Earliest enemy: Metamorph
Location: Ghido’s Cave
Best version of the wind spell Aero! Does a lot of damage and worth getting as early as possible.
Metamorph in the Pixel Remaster version of the game seems to have a few transformation “scripts” it cycles through, and you need the one that begins with Enchanted Fan. So if Enchanted Fan is not the FIRST enemy it transforms into, either kill it or run away (or spend an hour for nothing like I did).
If you get tired of grinding Metamorph, keep in mind the next boss has a wind-based enemy (no spoilers!) that will use this on your entire party when they get close to dying.
Lilliputian Lyric
Shrinks one enemy.
MP Cost: 5
Earliest enemy: Mini Magician
Location: Great Forest of Moore
Not likely to see much use in combat. Luckily this is an easy one to get and doesn’t require !control for once.
Doom
Curses one enemy to die in 30 seconds.
MP Cost: 10
Earliest enemy: ExDeath (boss)
Location: Exdeath’s Castle
Not a great spell. But lets collect it anyway!
Will only cast this while health is above 50%. Because Doom is often the first ability he uses and his spells hit so hard, I would recommend bringing a Time Mage and casting Return every time he hits the wrong party member. I was able to get this after about 20 retries.
Roulette
MP Cost: ??
Earliest enemy: Parthenope
Location: Phoenix Tower
Mighty Guard
MP Cost: ??
Earliest enemy: Stingray
Location: Ocean area north of the sunken Walse Tower
Requires Beastmaster to force the ability using !control.
Mind Blast
MP Cost: ??
Earliest enemy: Wendigo
Location: Island Shrine