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Black Mage (FFXI)  

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Job Description

Tarutaru Black Mage
Tarutaru Black Mage

Experts in offensive magic, Black Mages have long been considered the best spike damage dealers in the game. While other damage dealers have to get in close to inflict pain on the enemy, Black Mages have the abilities to nuke or enfeeble their foes from afar.

Since the release of Abyssea, Black Mages are in demand once again. By defeating an enemy with a spell in Abyssea, the black mage can induce an azure aura, which gives the chance of a chest granting a time extension of 10 minutes to the time that the alliance is allowed to stay in Abyssea.

Black Mage Job Forum


Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Name Level Duration Recast Description
Elemental Seal 15 00:01:00 00:10:00 Increases the accuracy of the next spell cast.
Mana Wall 76 00:05:00 00:10:00 Allows you to take damage with MP.

Job Traits

Job Traits are passive abilities that are always active for your job. Job Traits often boost stats, increase mp regeneration, or add resistances to status effects.

NameLevelDescription
Magic Attack Bonus I 10 Improves power of magic spells
Clear Mind I 15 Base HMP becomes 15.
Conserve MP I 20 Occasionally decreases MP cost for spells.
Clear Mind II 30 Base HMP becomes 18.
Magic Attack Bonus II 30 Improves power of magic spells
Clear Mind III 45 Base HMP becomes 21.
Magic Burst Bonus I 45 Improves magic burst damage.
Magic Attack Bonus III 50 Improves power of magic spells
Elemental Celerity I 50 Quickens elemental magic spellcasting.
Magic Burst Bonus II 58 Improves magic burst damage.
Clear Mind IV 60 Base HMP becomes 24.
Magic Attack Bonus IV 70 Improves power of magic spells
Magic Burst Bonus III 71 Improves magic burst damage.
Clear Mind V 75 Base HMP becomes 27.
Magic Attack Bonus V 81 Improves power of magic spells
Magic Burst Bonus IV 84 Improves magic burst damage.
Occult Acumen 85 Grants bonus TP when dealing damage with elemental or dark magic.
Elemental Celerity II 90 Quickens elemental magic spellcasting.

Two-Hour Ability

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

Name Level Duration Recast Description
Manafont 1 60s 2hrs Ability to cast spells at a cost of 0 MP. Prevents spell interruption from melee attacks.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results. Black mages may want to check out The Elemental Map.

Name Level MP Cost Skill Element Cast Time (s) Recast (s) Description
Stone 1 9 Elemental
E
1.5 6.5 Deals minor earth damage to target.
Poison 3 5 Enfeebling
Wa
1 5 Causes minor poison damage over time to target.
Blind 4 5 Enfeebling
D
2 10 Blinds the target, reducing his attack hit percentage.
Water 5 13 Elemental
Wa
2 8 Deals minor water damage to target.
Bind 7 8 Enfeebling
I
2 40 Roots the target in place so he can't move.
Aero 9 18 Elemental
E
2 9 Deals minor wind damage to target.
Blaze Spikes 10 8 Enhancing
F
3 10 Attacking the user will cause minor fire damage to the melee attacker.
Bio 10 15 Dark
D
1.5 5 Does minor damage over time and decreases target's attack.
Drain 12 21 Dark
D
3 60 Steals HP from the enemy. Cannot be used against the undead. Can be used at full HP.
Fire 13 24 Elemental
F
2 10 Deals minor fire damage to target.
Stonega 15 37 Elemental
E
2.5 11 Deals minor earth damage to targets in vicinity.
Shock 16 25 Elemental
L
2.5 10 Causes thunder DoT and decreases target's mind stat.
Warp 17 100 Enhancing
D
4 10 Transports caster to home point.
Blizzard 17 30 Elemental
I
2.5 11.5 Deals minor ice damage to target.
Rasp 18 25 Elemental
E
2.5 10 Causes earth DoT and decreases the target's dexterity.
Waterga 19 47 Elemental
Wa
3 12 Deals minor water attack to targets in vicinity.
Ice Spikes 20 16 Enhancing
I
3 10 Covers you with ice spikes. Enemies that hit you take magical ice damage and can become paralyzed.
Sleep 20 19 Enfeebling
D
2.5 30 Puts the target to sleep for 60s if unresisted.
Choke 20 25 Elemental
Wi
2.5 10 Causes wind DoT and decreases target's vitality.
Thunder 21 37 Elemental
L
3 13 Deals minor lightning damage to target.
Frost 22 25 Elemental
I
2.5 10 Causes ice DoT and reduces the target's agility.
Aeroga 23 47 Elemental
Wi
3 13.5 Deals wind damage to targets in vicinity.
Poisonga 24 44 Enfeebling
Wa
2 10 Causes poison DoT to targets in vicinity.
Burn 24 25 Elemental
F
2.5 10 Causes fire DoT and decreases the target's intelligence.
Aspir 25 10 Dark
D
3 60 Absorbs mana points from the target and adds them to casters'.
Tractor 25 26 Dark
D
3 10 Teleports a corpse to the caster's location.
Stone II 26 43 Elemental
E
3 14.5 Deals earth damage to target.
Drown 27 25 Elemental
Wa
2.5 10 Causes water DoT and reduces the target's strength.
Firaga 28 71 Elemental
F
3.5 15 Deals fire damage to targets in vicinity.
Escape 29 125 Dark
D
15 60 Transports party members within area of effect out of a dungeon.
Water II
30
51
Elemental
Wa
3.5
16
Water Attack.
Shock Spikes 30 24 Enhancing
L
3 10 Covers you with spikes. Enemies that hit you take magical thunder damage and can become stunned.
Sleepga 31 38 Enfeebling
D
3 30 Area sleep spell, will last for 60 seconds if unresisted.
Blizzaga 32 82 Elemental
I
4 16.5 Deals ice damage to targets in vicinity.
Aero II 34 59 Elemental
Wi
4 17 Deals wind damage to target.
Bio II 35 66 Dark
D
1.5 5 DoT spell which lowers targets attack, and slowly reduces HP. Overwrites Dia.
Thundaga 36 95 Elemental
L
4 18 Deals lightning damage to targets in vicinity.
Fire II 38 68 Elemental
F
4 28.5 Deals fire damage to target.
Stonega II 40 109 Elemental
E
4.5 19 Deals earth damage to targets in vicinity.
Warp II 40 150 Enhancing
D
5 10 Transports target party member to their home point.
Sleep II 41 29 Enfeebling
D
3 30 Puts target to sleep for 90 seconds if unresisted. Overwrites sleep I.
Blizzard II 42 77 Elemental
I
4.5 20 Deals ice damage to target.
Poison II 43 38 Enfeebling
Wa
1 5 Causes poison damage over time.
Waterga II 44 123 Elemental
Wa
4.5 20.5 Deals water damage to targets in vicinity.
Stun 45 25 Dark
L
0.5 45 Temporarily stops target.
Thunder II 46 86 Elemental
L
5 21 Deals thunder damage to target.
Aeroga II 48 138 Elemental
Wi
5 22 Deals wind attack to targets in vicinity.
Freeze 50 307 Elemental
I
18 41 Powerful ice attack, lowers targets resistance to fire.
Stone III 51 92 Elemental
E
5 22.5 Deals earth damage to target.
Tornado 52 322 Elemental
Wi
18 42 Deals powerful wind damage, lowers targets' resistance to ice.
Firaga II 53 158 Elemental
F
5 23 Deals area fire attack.
Quake 54 337 Elemental
E
18 43 Deals powerful earth damage, lowers targets' resistance to wind.
Retrace 55 N/A N/A N/A N/A N/A Transports qualified target party member to their nation of allegiance in the past.
Water III 55 98 Elemental
Wa
5 24 Deals water damage to target.
Sleepga II 56 58 Enfeebling
E
3.5 45 Area sleep II spell, if unresisted will last 90 seconds.
Burst 56 352 Elemental
L
18 43 Powerful lightning damage, lowers targets' resistance to earth.
Blizzaga II 57 175 Elemental
I
5.5 24.5 Deals ice damage to targets in vicinity.
Flood 58 363 Elemental
Wa
19 43 Deals powerful water damage, lowers targets' resistance to lightning.
Aero III 59 106 Elemental
Wi
6 25 Deals wind damage to target.
Flare 60 383 Elemental
F
19 44 Deals powerful fire damage, lowers targets' resistance to water.
Thundaga II 61 193 Elemental
L
6 26 Deals thunder damage to targets in vicinity.
Fire III 62 113 Elemental
F
6 26.5 Deals fire damage to target.
Stonega III 63 211 Elemental
E
6 27 Deals powerful earth damage to targets in vicinity.
Blizzard III 64 120 Elemental
I
6.25 27.75 Deals ice damage to target.
Waterga III 65 231 Elemental
Wa
6.5 28.5 Deals powerful water damage to targets in vicinity.
Thunder III 88 128 Elemental
L
6.75 26.25 Deals lightning damage to target.
Aeroga III 67 252 Elemental
Wi
6.75 29.75 Deals powerful wind damage to targets in vicinity.
Stone IV 68 138 Elemental
E
7 30.75 Deals powerful earth damage to target.
Firaga III 69 277 Elemental
F
7.25 31.5 Deals powerful fire damage to targets in vicinity.
Water IV 70 144 Elemental
Wa
7.25 36 Deals powerful water damage to target.
Blizzaga III 71 299 Elemental
I
7.5 32.75 Deals powerful ice damage to targets in vicinity.
Aero IV 72 150 Elemental
Wi
7.5 33.25 Deals powerful wind damage to target.
Fire IV 73 157 Elemental
F
8 34.75 Deals powerful fire damage to target.
Thundaga III 73 233 Elemental
L
7.75 34 Deals powerful lightning damage to targets in vicinity.
Blizzard IV 74 164 Elemental
I
8.25 36 Deals powerful ice damage to target.
Thunder IV 75 171 Elemental
L
8.5 37.25 Deals powerful lightning damage to target.
Burst II (merit) 75 287 Elemental
L
10 90 Deals very powerful lightning damage to target, lowers resistance to earth.
Flare II (merit) 75 287 Elemental
F
10 90 Deals very powerful fire damage to target, lowers resistance to water.
Flood II (merit) 75 287 Elemental
Wa
10 90 Deals very powerful water damage to target, lowers resistance to lightning.
Freeze II (merit) 75 287 Elemental
I
10 90 Deals very powerful ice damage to target, lowers resistance to fire.
Tornado II (merit) 75 287 Elemental
Wi
10 90 Deals very powerful wind damage to target, lowers resistance to ice.
Quake II (merit) 75 287 Elemental
E
10 90 Deals very powerful earth damage to target, lowers resistance to wind.
Stone V 77 222 Elemental
E
10 37 Deals earth damage to an enemy.
Water V 80 239 Elemental
Wa
10 39 Deals water damage to an enemy.
Stoneja 81 299 Elemental
E
10 45 Deals earth damage to enemies within area of effect. Successive use enhances spell potency.
Aero V 83 255 Elemental
Wi
10 37 Deals wind damage to an enemy.
Aspir II 83 5 Dark
D
8 75 Steals an enemy's MP. Ineffective against undead.
Waterja 84 322 Elemental
Wa
10 45 Deals water damage to enemies within area of effect. Successive use enhances spell potency.
Break 85 39 Enfeebling
E
4 30 Petrifies an enemy, preventing it from acting.
Fire V 86 270 Elemental
F
9.75 42.75 Deals fire damage to an enemy.
Aeroja 87 344 Elemental
Wi
7.5 47.5 Deals wind damage to enemies within area of effect. Successive use enhances spell potency.
Blizzard V 89 282 Elemental
I
10 44 Deals ice damage to an enemy.
Firaja 90 364 Elemental
F
7.75 48.75 Deals wind damage to enemies within area of effect. Successive use enhances spell potency.

Magic Skills

Skill Grade Level 37 Level 60 Level 75
Enhancing E 94 171 200
Enfeebling C+ 105 190 230
Elemental A+ 114 203 276
Dark A- 114 203 269

Weaponskills

Weapon skills are abilities that become available when a player has gained 100+ TP while damaging a mob with their weapon. All weapons, with the exception of Thrown and Instruments have their own set of weaponskills. Weaponskill availability is dependent on a player's skill level with the weapon as well as the weapon itself.

Combat Skill Skill Rating Level 37 Level 60 Level 75
Staff B- 109 196 240
Club C+ 105 190 230
Dagger D 101 183 210
Throwing D 101 183 210
Scythe E 94 171 200

Sub-job Combinations

White Mage
Red Mage
Summoner

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes that will carry over to all your other jobs making it possible to make yourself even more versatile through new spells abilities and upgrades on other attributes, abilities, and spells

Group 1
Name Description
Elemental Seal Recast Reduces recast timer by 20 seconds per upgrade.
Fire Magic Potency Adds 2 potency per upgrade.
Ice Magic Potency Adds 2 potency per upgrade.
Wind Magic Potency Adds 2 potency per upgrade.
Earth Magic Potency Adds 2 potency per upgrade.
Lightning Magic Potency Adds 2 potency per upgrade.
Water Magic Potency Adds 2 potency per upgrade.
Group 2
Name Description
Flare II Deals Fire elemental damage and lowers resistance to Water. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.
Freeze II Deals Ice elemental damage and lowers resistance to Fire. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.
Tornado II Deals Wind elemental damage and lowers resistance to Ice. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.
Burst II Deals Lightning elemental damage and lowers resistance to Earth. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.
Quake II Deals Earth elemental damage and lowers resistance to Wind. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.
Flood II Deals Water elemental damage and lowers resistance to Lightning. Additional merits add 5 Magic Accuracy and 3 Magic Burst damage per upgrade.

Artifact, Relic, and Empyrean sets

Artifact Artifact +1 Relic Relic +1 Empyrean Set Empyrean Set +1 Empyrean Set +2
Wizard's Petasos Wizard's Petasos +1 Sorcerer's Petasos Sorcerer's Petasos +1 Goetia Petasos Goetia Petasos +1 Goetia Petasos +2
Wizard's Coat Wizard's Coat +1 Sorcerer's Coat Sorcerer's Coat +1 Goetia Coat Goetia Coat +1 Goetia Coat +2
Wizard's Gloves Wizard's Gloves +1 Sorcerer's Gloves Sorcerer's Gloves +1 Goetia Gloves Goetia Gloves +1 Goetia Gloves +2
Wizard's Tonban Wizard's Tonban +1 Sorcerer's Tonban Sorcerer's Tonban +1 Goetia Chausses Goetia Chausses +1 Goetia Chausses +2
Wizard's Sabots Wizard's Sabots +1 Sorcerer's Sabots Sorcerer's Sabots +1 Goetia Sabots Goetia Sabots +1 Goetia Sabots +2
Casting Wand Sorcerer's Belt Goetia Chain
Goetia Mantle
Goetia Earring

Other Info

This page last modified 2011-03-28 14:00:01.