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    Black Mage Guide by Engrish

    Version: 1.3 | Updated: 01/29/04 | Search Guide | Bookmark Guide

    The 30-Minute Black Mage Guide
    by Engrish of Midgardsormr
    At the time of writing this guide, I'm a Level 58 BLM/WHM on the Midgardsormr
    server.  I played during beta, although not that much.  I don't claim to be an
    expert of the class, but I'm writing this guide for two reasons.  One,
    honestly, I see a lot of bad players who don't know how to play their class,
    and this is my contribution to curbing that.  Two, there's many things I've
    learned playing through the game I wish I'd known on my way through leveling up
    to where I am now. This guide's short and sweet, and is designed to teach
    someone in thirty minutes how to play a reasonably effective Black Mage.
    The Ever-Short Table of Contents:
    I.   The Basics
    	a. Why Should I Play a Black Mage?
    	b. What Difficulties Should I Be Aware Of?
    II.  Designing Your Black Mage
    	a. Race
    	b. Hometown
    	c. Selecting a Subjob
    III. Types of Magic
    IV.  How To Fight
    	a. Resistances
    	b. Magic Bursts
    	c. Timing Ancient Magic Bursts
    	d. Aggro Management
    V. Leveling
    	a. Early Leveling (1-20)
    	b. Intermediate Leveling (21-30)
    	c. Advanced Leveling (31-50)
    VI. Spell and Skill Listing
    	a. Magic Spells by Level
    	b. Job Skills by Level
    	c. Which Spells Should I Get?
    VII. Contact Info
    I - The Basics
    The Basics - Why Should I Play a Black Mage?
    If you like blowing things up, pretty sparkles, and watching large chunks of HP
    slip away from monsters, Black Mage might be the class for you.  Black Mages
    are an almost purely damage dealing class.  They make things blow up, and do it
    well.  Only Rangers can reasonably, sustainably match a Black Mage in damage,
    and Rangers do so at a high price (litterally) as well as a lack of many
    support functions within the Black Mage and his or her subclass.  Black Mage is
    an exciting, explosive way to go.
    The Basics - What Difficulties Should I Be Aware Of?
    Black Mages have low HP and armor, this makes them extremely vulnerable if
    caught unprepared by even a much weaker monster.  Soloing is also a much more
    time consuming process for a Black Mage, however, they can accomplish more than
    most classes can by themselves (which really isn't much, by later levels). 
    Money will also be a major problem until you reach the 50s.  Store bought
    spells are extremely expensive, and you need a lot of them.  Fortunately, once
    you hit 50, your spells are dropped, and this creates a surplus due to a
    minimal demand.  But, Black Mages are very welcome in any group, and this is a
    II - Designing your Black Mage
    Designing your Black Mage - Race
    From worst to best -
    Elvann: Too little MP to work with, worst evasion, lowest int.
    Galka: Worst MP, way to little to be an effective BLM.  Some will claim RSE
    (Race Specific Armor) counter-balances this, which it *can* to an extent, but
    you still have to get to the early 30s to use that armor.  And then, you're
    screwed when you want to wear better armor...
    Hume: Best non-taru MP, best non-taru INT, decent evasion.  ~25% more HP than a
    Mithra: Same as Hume, but better evasion.  Slightly lower magic resistance, but
    probably worth the evasion.
    Tarutaru: Absolutely the best race for BLMs.  Highest evasion besides Mithra,
    40% or so more MP than Hume/Mithras, and easily the highest INT (resists and
    spell damage).
    Version 1.3 correction: By resists I meant how much YOU will be resisted, not
    how much you will resist other spells.  Some people had confusion and mailed me
    about this.
    In summary, playing a Galka or an Elvann BLM is worthless unless you just feel
    like being original (hell, they're only even on here for completeness' sake,
    either are a joke as a BLM).  Humes and Mithra are so similar it doesn't matter
    much which you pick.  They're definitely not Taru, but the extra HP (and thus
    survivability) is kinda nice.  Tarutaru are hands down the best BLM race, to
    the point that I've had people tell me they were blowing off other BLMs so they
    could take me instead, based of my race.
    Designing your Black Mage - Hometown
    You really can do what you want here.  Kingdoms determine two things; rings and
    conquest.  Rings is a simple thing, if you start in the hometown of your race,
    you'll get a pretty nifty +stats ring that's Lv1 usable.  Conquest is where you
    get points (CP) for killing monsters that you can trade for items later.  The
    items you get are based on your kingdom.
    I suggest Windurst because Windurst has a lot of caster CP gear later on
    (although none early-on, annoyingly).  You also get a good caster ring, if
    you're a Mithra or Taru.  But it really doesn't matter, you can always play
    Bastok, sell your CP gear for cash, and buy Windurst gear with that.
    Designing your Black Mage - Selecting a Subjob
    There's very few subjobs that compliment a Black Mage.  Anything melee oriented
    is bad, period, among other reasons because nearly all melee classes have no
    MP.  Don't bother asking, no.  I'll list the viable combinations I know of here:
    BLM/DRK - Some MP, pretty good INT.  Not the best choice, but not awful.
    BLM/THF - I know I said no melees, but subbing thief has some decent rewards. 
    Thieves actually get moderately high INT (higher than any class except BLM,
    RDM, SMN, DRK).  Taru have enough MP that you can get away with the MP loss in
    some situations.  A group trying to get quest or cash items might really
    appreciate your Treasure Hunter class abilities.
    BLM/BRD - Bards are pretty damn cool, but bard is pretty nerfed as a sub.  Plus
    you'll have to get to 50 as a BLM to be able to play mana regen song.  Also,
    the int is iffy, and you don't get much MP at all.
    BLM/RDM - Great INT, extra magic atk boost.  MP is a little less than other
    caster classes.  Spells are an issue though: You'll get some spells later than
    you would if you subbed WHM, and miss some important ones entirely.  It limits
    your solo survivability too.  (Did I forget to mention you get Blink also? 
    Huge plus.)
    BLM/SMN - Awesome INT, great MP boost, and auto-refresh later on.  However,
    summons really kinda.. suck, especially since, as american players, we don't
    really have access to the better summons.  And not having spells like Cure,
    Raise, and Blink is a pain in the ass.  Still, it may be worth it for the MP,
    especially if you choose a non-taru race.
    BLM/WHM - Really the best and most common choice.  INT isn't too great, but you
    get a pretty good MP boost, as well as magic defense.  Most of all, you get a
    wonderful selection of spells to back up your black magery.  Depending on your
    level, a BLM/WHM can go so far as to act as the main healer of your group. 
    This is one of the best choices, and the most respected.  And yes, you get
    Blink, and you get it earliest this way.
    III - Types of Magic
    Types of Magic - Damage
    These are your nukes.  These will fall under Elemental Magic.  Not much else to
    say, make stuff go boom.
    Types of Magic - Area Effect Damage
    These are the same as normal nukes but hit all monsters in a certain radius. 
    In addition, they do higher damage than their equivalent, standard nukes, but
    at a much higher MP cost.  Damage also seems to be reduced among higher numbers
    of targets.  A spell doing 250 to a single target might only do 160 each to 7
    Types of Magic - Buff
    We don't really get buffs, at least from our base class.  These are simply
    enhancing spells.  The only ones we get are Blaze/Ice/Thunder Spikes, which are
    pretty useless.  I wouldn't bother buying them.
    Types of Magic - Debuff
    These weaken enemies.  Black Mages get Bio and Blind, which reduce enemies'
    damage and accuracy.
    Black Mages also get a wide variety of "damage over time" debuff spells.  I
    used to have these in their own section, but the damage done is so minimal that
    they really belong in the debuff section.  I've updated it because my data was
    a bit erroneous before.  Bio is generally the most useful and widely used of
    these spells.  The stat debuffs (Shock, Rasp, Choke, Frost, Burn, and Drown)
    are useful depending on your character and stage of the game.  Most of these
    aren't that useful (Frost, Drown, Burn, Choke)  Most people prefer Rasp, with
    the school of thought that Dex affects melee damage the most (I probably agree).
    Shock is useful because it lowers MND, which your spells resist off of.  This
    doesn't matter much at lower levels (particularily if you're a Taru), but if
    you're getting resisted (as happens a lot more at higher levels), it's a good
    idea to use Shock.  It's a small MP cost to reduce your resists.
    Types of Magic - Crowd Control
    Black mages can often avert dangerous situations of multiple monsters attacking
    through their crowd control spells.  Bind holds enemies in place, while Sleep
    spells (such as Sleep, Sleep II, Sleepga, etc) can immobilize them entirely.
    Types of Magic - Teleportation
    Black Mages can return themselves to their home point (Warp), others to their
    respective home points (Warp II), or evacuate parties to the entrance of a
    Dungeon (Escape).  Warp and Warp II are really convenience things, but as
    difficult as running away can be in FFXI, Escape is an invaluable tool.
    Types of Magic - Draining
    Not really sure what else to call these.  Drain and Aspir... one steals HP, one
    steals MP.  Aspir is a nice way to supplement your MP when fighting mobs who
    have it, drain is a nice way to still do damage and heal yourself at the same
    time.  Both, however, have long recast timers.
    Types of Magic - Ancient
    "Ancient" magic (as most call it) is a set of spells from level 50 to 60. 
    These spells have extreme mana costs, long (19 second) cast times, and very
    high damage.  They also debuff the monster to the opposite element.  For
    example, casting Freeze will lower a monster's resistance to Fire.  I should
    probably note though, that the debuff has always been very minimal by my
    experience.  The Ancient spells are Freeze, Tornado, Quake, Burst, Flood, and
    IV - How to Fight
    How to Fight - Resistances
    Whereas early on you can just use your best nukes, once you hit 20 or so it
    begins to become increasingly important to use spells which your foes are weak
    against.  For example, water enemies (crabs, pugils) tend to be weak against
    Thunder.  Here is a minor listing of monster resistances (no, I didn't make it
    myself).  However, this list is very incomplete, and doesn't include expansion
    Ahrimans - None
    Bats - Wind, Light
    Bees - Ice
    Beetles - Ice, Light
    Birds - Ice
    Bombs - Fire
    Cardians - Variable
    Cockatrice - Ice, Wind
    Coeurl - Earth
    Crabs - Ice, Lightning
    Crawlers - Ice, Lightning, Dark
    Demons - Light
    Dhalmels - Wind, Lightning
    Dolls - Lightning
    Dragons - Variable
    Elementals - Whatever that Element is weak versus
    Evil Weapons - Fire, Light
    Flies - Ice
    Fungus (Mushrooms) - Light
    Gigas/Giants - None
    Goblins - Light
    Golems - None
    Gobbues - None
    Hecteyes - None
    Hounds - Fire, Light
    Leeches - Light
    Lizards - Ice, Wind
    Magic Pots - None
    Mandragoras - Fire, Ice, Wind, Lightning, Dark
    Morbol - Fire
    Orcs - Water
    Pugils - Ice, Lightning
    Quadavs - Lightning
    Rabbits - Lightning, Water, Dark
    Rams - None
    Raptors - Water
    Saplings - Fire, Dark
    Scorpions - Ice, Light
    Sheep - LIghtning, Ice
    Slime - Fire
    Tigers - Fire, Lightning
    Treants - Fire, Dark
    Undead - Fire, Light
    Worms - Wind, Light
    Wyverns - Dark
    Yagudo - Ice
    Please note that the more difficult to cast (higher level) elements are
    generally more effective. Virtually nothing is weak to earth, and very little
    is weak to water or air.  In contrast, lots of creatures are weak versus Fire,
    Ice, and Thunder.  That said, buying spells like Water II is something you can
    get away with skipping, whereas not buying Blizzard II (particularily since
    most of the monsters in Crawler's Nest and Altepa are weak to Ice) is a serious
    How to Fight - Magic Bursts
    GameFaqs has a pretty good Renkei guide, I also reccomend the chart in Prima's
    Official Strategy Guide.  I won't plagarize their charts and all that, so just
    examine those for the actual lists of which skills chain into what.
    Renkei, or skillchains, are combinations of weaponskills done in a certain
    order, which are typically followed by Magic Bursts.  Magic Bursts are your
    friend, because they allow your spells to do more damage for the same mana, as
    well as (at least it seems like) be marginally less resistable.  As far as
    timing your Magic Burst (which some people have difficulty learning), it's
    pretty simple, just start casting your spell right after your group member
    prepares the follow-up attack.  For example (note this "log" isn't quite
    realistic because lag between your computer and the server really affects when
    messages are shown).
    Dragoon prepares Raiden Thrust.
    Dragoon hits for 150 points of damage.
    Paladin prepares Seraph Blade. (begin casting IMMEDIATELY)
    Engrish begins to cast Waterga II.
    Paladin hits for 120 points of damage.
    Skillchain: Distortion
    A Helm Beetle takes 30 points of damage.
    Engrish casts Waterga II.
    Magic Burst!  A Helm Beetle takes 427 points of damage.
    Waterga II hit for 427 points instead of 310 or so.
    This can also be done multiple times in a complicated skillchain.  Your window
    to burst is increased after the first skillchain.  Here is an example of a more
    complicated skillchain:
    Monk prepares Combo.
    Monk hits for 80 damage.
    Warrior prepares Raging Axe. (cast immediately)
    Engrish begins to cast Aero.
    Warrior hits for 100 damage.
    Skillchain: Detonation
    A Nasty Monster takes 15 points of damage.
    Engrish casts Aero.
    Magic Burst!  A Nasty Monster takes 70 points of damage.
    Thief prepares Viper Bite. (cast immediately)
    Engrish begins to cast Stone II.
    Thief hits for 200 points of damage.
    Skillchain: Scission
    A Nasty Monster takes 50 points of damage.
    Engrish casts Stone II.
    Magic Burst!  A Nasty Monster takes 130 points of damage.
    Note the multiple magic bursts.  To be a skilled black mage, you should be able
    to do this regularily.  This timing scheme should work fine up until Ancient
    How to Fight - Timing Ancient Magic Bursts
    Now, Ancient magic is a bit trickier to burst, since it has a 19 second cast
    time.  Usually, you'll have 2 person skillchains, and what I suggest is this
    /magic "Freeze" <t>
    /p Casting Freeze in 19 seconds.
    /wait 6
    /p Freeze landing in 13 seconds, start 2-man skillchain now!
    Hopefully it'll end up something like:
    (Engrish) Casting Freeze in 19 seconds.
    Engrish begins to cast Freeze.
    Melee hits The Cactaur.
    Melee hits The Cactaur.
    (Engrish) Freeze landing in 13 seconds, start 2-man skillchain now!
    (Ranger) Starting skillchain in 1 sec.
    Ranger prepares Piercing Arrow.
    Ranger hits for 250 points of damage.
    Paladin prepares Seraph Blade.
    Paladin hits for 150 points of damage.
    Skillchain: Distortion
    The Cactaur takes 60 points of damage.
    Engrish casts Freeze.
    Magic Burst!  The Cactaur takes 990 points of damage.
    Freeze hit for 990 instead of 740 or so.
    Of course, this timing is variable.  Try your macro once, see how melees
    respond, and if they're landing too fast or slow, then change your second
    message (the skillchain start) appropriately.  Not everyone does their
    weaponskills the same.
    How to Fight - Aggro Management
    I admit, I feel weird writing about this because I'm not too good at aggro
    control myself.  But then again, there are some *seriously* bad Black Mages out
    there when it comes to aggro management.  Essentially, it comes down these
    1) Choose your tank wisely.  Try to group with Paladins whenever possible, it's
    hard to nuke much without a Paladin tank's aggro.
    2) Know your tanks' aggro.  If you're not lucky enough to have a Paladin tank,
    don't fire away like you do.  Try to let the tanks, er, tank, even if that
    means slower killing.
    3) Refrain from pissing things off in other ways.  Don't fire off a heal unless
    you really need to, let the WHM handle that.
    4) Blink is your friend.  Once you're high enough to cast Blink from a subjob
    (Lv38 BLM / Lv 19 WHM) you should pretty much always have it on.  Blink is your
    insurance in case you do overaggro.  Careful though, casting Blink after you've
    engaged a monster will stack more aggro on you (although, not so much).
    5) Try to stay away from the mob.  This can avoid AE attacks and spells, but
    also gives your tank a couple seconds to notice the monster's newfound love for
    his small mage friend; hopefully, your tank will have a provoke or Flash or
    something up.
    V - Leveling
    Early Leveling
    I'm not going to go into a whole lot of detail here.  Just zap stuff and melee.
     To get spells off while in melee range (attacks by enemies interrupts
    spellcasting), start casting the moment you see their animation for their
    attack start, with the time it takes the message for the spell being activated
    to go to the server, your spell should go off uninterrupted.
    You will also probably want to macro your spells.  Go to your big menu ( - key
    on the numpad), scroll to Macros, then edit them.  To make a spellcasting
    macro, in the main macro window, type: /magic "spellname" <t>.  If you want to
    target yourself, do /magic "spellname" <me>.
    The best enemies for you to fight are worms (permanently held in place, no fear
    of melee attacks), and ones where you can use your terrain to your advantage. 
    This goes back into starting at Windurst.  The Horuhoto (I hope I spelled that
    right) ruins are really the best place for leveling from 5-10 as a BLM. 
    There's several entrances to the Horuhoto ruins around Sarubaruta.  In some of
    these, there are platforms you can stand on and rain magical death upon your
    foes as they try to walk around the platforms to you, leaving them decimated by
    the time they finally reach you.
    Once you hit 10 or so, you can go to Tahrongi Canyon (exit NE from East
    Sarubaruta) and group there, and perhaps the Maze of Shakhrami.  You'll really
    want to group at this point - FFXI absolutely isn't a soloing game (unless you
    play a BST, but that's something else).  The Maze is full of worms, so you can
    make 100% mage groups.
    At 15 or 16, you'll want to go to Valkurm and start working on collecting items
    for the Subjob quest.  To get to Selbina and Valkurm, go east from Tahrongi
    into Bururimu, then south to Mhaura port.  Please note, this walk is anything
    but safe.  Take the boat to Selbina, makes sure to set your home point, and
    head out looking for a group.
    I'm not going to detail the subjob quest, you can get that elsewhere.  Simply
    put, kill Clippers for a Crab Apron, kill Damselflies for the Worm, and kill
    Ghouls for a Magicked Skull.  Turn these in to an NPC by the water in Selbina
    at Level 18, and you'll gain the ability to have a Subjob.
    Beyond this, I'd stay in Valkurm fighting Pugils until 20.
    Intermediate Leveling
    The options at this point are pretty limited.  You'll probably want to start
    either in Qufim Island (north of Jueno, exit from Port Jueno), or Korroloka
    Tunnel (off of the Zehrun Mines in Bastok).  Qufim is the most popular
    typically, and as such, the most crowded, but it's really your best bet until
    at least the mid-late twenties.  At this point you can try the surrounding
    areas of Jueno, namely, Batallia Downs, Saromogue Champaign, Rolanberry Fields,
    and Delkuft's Tower (I'm sure I misspelled some of those).
    Contrary to popular rumor, at least on Midgardsormr, Batallia Downs is not a
    good leveling area.  In fact, it sucks, things aren't worth the exp, and are
    very dangerous.  Bomb Tosses, monsters that will always outrun you, etc.  I
    really reccomend against it.  As much as I know I'm contributing to the
    overcrowding of Qufim, I'd stay there and hunt Acrophies.
    Advanced Leveling
    Please take this to heart when I say that Altepa is haven to all those 30+. 
    There's Davoi, Oztroja, and Beadeaux, but they really aren't worth the trouble.
     Lots of link pulls... it's a mess.  Altepa is your friend, full of nice spread
    out beetles and mostly unaggressive critters, and is eassily accessible through
    the Korroloka Tunnel.  You can ride Altepa and its surrounding areas (West
    Altepa, Quicksand Caves) all the way to 50 if you really want to.
    Of course, places get crowded.  Good alternate areas are Garliage Citadel for
    low 30s and upper 40s, and of course the ever-popular Crawlers Nest works for
    35-50 (although nowhere near as fast).
    Post 50 Leveling
    It gets kinda specific after here.  By my experience, you can ride Garlaige
    (beetles/bats) until 53 or so, or CN up through 56 (Knight Crawlers, Nest
    Beetles).  Kuftal Tunnel, off of Altepa, is good from about 52-55, and then the
    best place seems to be Boyahda from 54-57.  The exp really drops off at 58-59
    though, so you'll want to move.  The only place I've tried is Cape Teriggan
    (56+) through Kuftal, but I'm also told that the Valley of Sorrows is good at
    58 or so.  This is really where I have to leave off, I don't know beyond here.
    VI - Spell and Skill Listing
    Magic Spells by Level
    Lv	Magic			MP	Effect
    1	Stone			9	Earth DD
    3	Poison			5	Water DOT
    4	Blind			5	Accuracy down debuff
    5	Water			13	Water DD
    7	Bind			8	Immobilizes an enemy
    9	Aero			18	Wind DD
    10	Bio			22	Darkness DOT and ATK down
    10	Blaze Spikes		8	Deals fire damage to attackers
    12	Drain			21	Drains HP and restores your own
    13	Fire			24	Fire DD
    15	Stonega			37	Earth area effect DD
    16	Shock			25	Lightning DOT and MND down
    17	Blizzard		30	Ice DD
    17	Warp			100	Teleport self to Home Point
    18	Rasp			25	Earth DOT and DEX down
    19	Waterga			47	Water area effect DD
    20	Choke			25	Wind DOT and VIT down
    20	Ice Spikes		16	Deals ice damage to attackers
    20	Sleep			19	Puts target to sleep
    21	Thunder			37	Lightning DD
    22	Frost			25	Ice DOT and AGI down
    23	Aeroga			57	Wind area effect DD
    24	Burn			25	Fire DOT and INT down
    24	Poisonga		44	Area effect darkness DOT
    25	Aspir			10	Drains MP and restores your own
    25	Tractor			26	Summons a corpse to your location
    26	Stone II		43	Earth DD
    27	Drown			25	Water DOT and STR down
    28	Firaga			71	Fire area effect DD
    29	Escape			125	Teleports the party out of dungeons
    30	Shock Spikes		24	Deals lightning damage to attackers
    30	Water II		51	Water DD
    31	Sleepga			38	Area effect Sleep spell
    32	Blizzaga		82	Ice area effect DD
    34	Aero II			59	Wind DD
    35	Bio II			66	Darkness DOT and ATK down
    36	Thunderga		95	Thunder area effect DD
    38	Fire II			68	Fire DD
    40	Stonega II		109	Earth area effect DD
    40	Warp II			150	Sends target to his/her Home Point
    41	Sleep II		29	Puts target to sleep
    42	Blizzard II		77	Ice DD
    43	Poison II		38	Water DOT
    44	Waterga II		123	Water area effect DD
    45	Stun			25	Momentarily stuns a target
    46	Thunder II		86	Thunder DD
    48	Aeroga II		138	Wind area effect DD
    50	Freeze			307	Ice ancient magic DD, Fire debuff
    51	Stone III		95	Earth DD
    52	Tornado			322	Wind ancient magic DD, Ice debuff
    53	Firaga II		158	Fire area effect DD
    54	Quake			337	Earth ancient magic DD, Wind debuff
    55	Water III		104	Water DD
    56	Burst			352	Lightning ancient magic DD, Earth debuff
    57	Blizzaga II		175	Ice area effect DD
    58	Flood			368	Water ancient magic DD, Thunder debuff
    59	Aero III		115	Wind DD
    60	Flare			383	Fire ancient magic DD, Water debuff
    61	Thundaga II		193	Lightning area effect DD
    62	Fire III		113	Fire DD
    63	Stonega III		211	Earth area effect DD
    64	Blizzard III		120	Ice DD
    65	Waterga III		231	Water area effect DD
    67	Aeroga III		252	Wind area effect DD
    68	Stone IV		138	Stone DD
    69	Firaga III		277	Fire area effect DD
    70	Water IV		144	Water DD
    71	Blizzaga III		299	Ice area effect DD
    72	Aero IV			150	Wind DD
    73	Fire IV			157	Fire DD
    73	Thundaga III		322	Lightning area effect DD
    74	Blizzard IV		164	Ice DD
    75	Thunder IV		171	Lightning DD
    Data acquired from: http://www.pbase.com/maxyi/
    And because everyone asks, no, there is no Meteo, Ultima, Meteor, etc. 
    However, "Meteor" is actually coded, just not available (in fact, I think the
    MP cost is currently one).  Maybe in the future?  Then again, spells like
    Poison V, Flare II, and Aeroga V (571 MP!), and Summon Fenrir are also coded. 
    I guess we'll see!
    Job Skills by Level
    Lv	Skill		Timer		Effect
    1	Manafont	2:00:00		All spells cost 0 for 1 minute
    10	Magic Atk Up	Passive		Increases spell damage
    15	Elemental Seal	0:10:00		Makes next spell very difficult to resist
    15	Clear Mind	Passive		Increases MP regen while healing
    20	Conserve MP	Passive		Randomly cuts MP cost of spells
    30	Magic Atk Up	Passive		Increases spell damage
    50	Magic Atk Up	Passive		Increases spell damage
    Which Spells Should I Get?
    As mentioned earlier, be sure to get the less resistable element attack spells.
     Get Escape by level 30 if you want to be worth anything... Escape is one of
    the most valuable spells a BLM has, since running away with a group is very
    difficult in FFXI.  Don't bother with the DOT spells except for the Bio line,
    they're just a drain of money... if you REALLY want to toy with them, just buy
    the first one, it's a lot cheaper.  Area effect spells are fun but definitely
    NOT necessary to be an effective BLM.  Tractor is probably a good idea also,
    and it's not expensive.  Damage shields are useless (except while farming,
    maybe), don't bother.  Warp II is probably a good spell to get, while not
    necessary, but it saves groupmates time.  Lastly, ancient magics, I'd buy them.
     Particularily Freeze, Burst, and Flare (the three best elements).  They're
    great for a lot of things.  Good luck getting a copy of Flare, though.
    VII - Contact Info
    Okay, before contacting me, read this.  I don't want to be contacted over how I
    mispelled a word in section 3 paragraph 2 or whatever.  I really don't care! =)
     I really don't want to be contacted for most things honestly.  Once, I wrote
    another guide, and it just meant a spam filled e-mail box with hundreds of
    inane questions.  So, if you REALLY want to contact me, message me as Engrish
    on Midgardsormr, or email my POL box at chibiendy@pol.com, but if it's a flame
    or anal criticism, don't bother. =)  Good comments and positive, constructive,
    helpful comments are appreciated.  Also as a note, I will immediately delete
    any messages with attachments.
    You may also e-mail me to ask to put my guide on your website.  This guide
    should otherwise ONLY be found on GameFAQs, IGN's FAQ section,
    ffxi.horizonseye.com, www.tehfluff.org, or dlh.net.

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