In the expansive world of Final Fantasy V, magic comes in many forms, and beyond the traditional Black, White, and Red schools, lies a unique and versatile class: the Blue Mage. This class introduces a groundbreaking concept for the series – the ability to learn and wield enemy techniques. Blue Magic isn’t just another set of spells; it’s about turning the enemy’s arsenal against them.
The Blue Mage in FFV is akin to a Red Mage in its versatility. It doesn’t specialize solely in offense or defense but offers a spectrum of abilities. You’ll find attacks, defensive maneuvers, buffs to bolster your party, and debuffs to cripple foes. However, the defining characteristic of Blue Magic lies in its acquisition method – learning spells requires your Blue Mage to directly experience the enemy’s attack. This unique learning curve transforms spell acquisition into a strategic puzzle, making the journey to master Blue Magic as rewarding as the spells themselves. This guide will illuminate the path to mastering FFV Blue Magic, detailing how to learn every spell and maximize the potential of this fascinating class.
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How to Learn Blue Magic in FF5: Absorb Enemy Skills
Once you unlock the Blue Mage job class in Final Fantasy V, the real adventure begins: learning Blue Magic spells. Fortunately, even before you amass a collection of spells, the Blue Mage isn’t entirely vulnerable. They can equip swords and shields, providing a degree of physical prowess alongside their magical potential.
Your primary objective with the Blue Mage should be to learn as many Blue Magic skills as quickly as possible. Mastering these spells can elevate the Blue Mage to one of the most adaptable and powerful jobs in FF5, as highlighted in our comprehensive FF5 jobs guide.
The key to learning Blue Magic lies in the Blue Mage’s innate ability: ‘Learning’. This crucial skill is a Level 2 Blue Mage ability, obtainable for 20 ABP. Once learned, any character with the ‘Learning’ ability equipped (even if they aren’t currently a Blue Mage) can acquire Blue Magic spells.
The learning process is straightforward but requires strategic positioning: to learn a Blue Magic spell, the character with the ‘Learning’ ability must be directly targeted and hit by the spell. This means you’ll need to seek out enemies who use the specific Blue Magic spells you desire and ensure they cast it on your designated learner. Here are essential tips to streamline your Blue Magic learning journey:
Learn Spells Once, Use Across the Party
Efficiency is key when collecting Blue Magic. You only need to learn each Blue Magic spell once. After a single character successfully learns a spell, it becomes available for all party members to use, regardless of their job class, as long as they have the Blue Magic ability equipped. This shared knowledge system encourages focused learning and efficient party development.
Victory is Essential for Spell Acquisition
Learning isn’t guaranteed simply by being hit. You must win the battle to successfully learn the Blue Magic spell. Whether the character learning the spell is alive or KO’d at the battle’s end is irrelevant, but victory is paramount. Fleeing from battle after being hit by a Blue Magic spell will forfeit the opportunity to learn it.
Blue Magic: Unique Magical Properties
Blue Magic operates under its own set of rules. It cannot be silenced, rendering status ailments that prevent other magic types ineffective against Blue Magic. Similarly, it cannot be Dualcasted, meaning you can’t double up Blue Magic spells to maximize damage output like other forms of magic. This inherent resilience to silence comes at the cost of casting versatility, defining Blue Magic’s unique place in combat.
Leverage the Beastmaster for Controlled Learning
For the most efficient Blue Magic learning, the Beastmaster job is invaluable. This class can ‘Control’ enemies, manipulating their actions in battle. By controlling an enemy capable of casting a desired Blue Magic spell, you can force them to specifically target your Blue Mage (or character with ‘Learning’) with that spell. This method is crucial because some enemies may possess Blue Magic spells but rarely or never use them naturally. The Beastmaster ensures you can witness and learn these otherwise elusive abilities.
Azulmagia: The Late-Game Blue Magic Teacher
If you find yourself nearing the game’s end with gaps in your Blue Magic spellbook, fear not. The enemy Azulmagia, encountered in the Interdimensional Rift, is a treasure trove of Blue Magic. This enemy can utilize almost every Blue Magic spell in FF5. Grinding battles against Azulmagia provides a valuable opportunity to acquire any Blue Magic spells you might have missed during your earlier adventures, ensuring complete Blue Magic mastery.
With these strategies in mind, let’s delve into the comprehensive list of Blue Magic spells in Final Fantasy V, detailing each spell’s effects, the enemies that cast them, and the earliest opportunities to learn them.
Blue Magic Spell List & Guide: Mastering Every Blue Mage Skill
Goblin Punch
A returning move from Final Fantasy lore, Goblin Punch deals non-elemental damage to a single target. Its damage scales significantly when the caster and target levels are identical, making it surprisingly potent in specific level-matched encounters.
- Learn from: Goblin, Black Goblin, Gilgamesh, Gobbledygook, Azulmagia, Sahagin, Nix (via Beastmaster only)
- Earliest Acquisition: Black Goblin enemies in the Wind Shrine.
Aero
A foundational wind-elemental spell, Aero delivers wind damage to enemies at a minimal cost of 4 MP. It’s a basic yet effective early-game offensive spell for Blue Mages.
- Learn from: Moldwynd, Gigas, Magissa, Mykale, Azulmagia, Defeater (via Beastmaster only)
- Earliest Acquisition: Moldwynd enemies in the Wind Shrine.
Vampire
Staying true to its name, Vampire drains HP from a targeted enemy, restoring a portion of it to the caster. Costing only 2 MP, it’s a cost-effective way to sustain your Blue Mage in battle while dealing damage.
- Learn from: Steel Bat, Blood Slime, Abductor, Zombie Dragon, Enkidu, Dark Aspic, Python, Mercury Bat, Azulmagia, Achelon, Dechirer, Shadow (via Beastmaster only – requires MP healing to the enemy first)
- Earliest Acquisition: Steel Bat enemies in the Pirates’ Hideout.
Flash
Flash is a status-inflicting spell designed to blind enemies. For 7 MP, it attempts to inflict the Blind status effect on all foes, reducing their accuracy and making them less threatening physically.
- Learn from: Crew Dust, Ramuh, Neon, Gilgamesh, Necrophobe, Azulmagia, Parthenope, Headstone (requires enemy’s MP to be healed), Orukat, Stone Mask (requires MP healing and Beastmaster control)
- Earliest Acquisition: Headstone enemies on North Mountain. To prompt Headstone to use Flash, use an Ether to restore its MP.
Pond’s Chorus
A notoriously annoying status effect, Pond’s Chorus inflicts Toad on a single target. For 5 MP, it transforms an enemy into a toad, significantly hindering their combat capabilities.
- Learn from: Elf Toad, Archeotoad, Kornago, Farfarello, Gilgamesh, Azulmagia, Lemure, Vilia (requires Beastmaster control)
- Earliest Acquisition: Elf Toad enemies in Walse Tower. Elf Toads will only cast Pond’s Chorus when alone; eliminate other enemies first to encourage its use.
Moon Flute
Moon Flute is a double-edged sword. For 3 MP, it casts Berserk on your entire party, greatly increasing physical attack power but removing control. It’s a highly situational spell, best used for overwhelming physical damage when magical control isn’t necessary.
- Learn from: Jackanapes, Page 256, Mykale
- Earliest Acquisition: Jackanapes enemies in Walse Tower. Be warned, battling Jackanapes early can be challenging unless you are significantly over-leveled.
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The enigmatic spell with no name or description, denoted as “????”, deals piercing non-elemental damage to a single target for 3 MP. The damage calculation is unique: it’s equal to your maximum HP minus your current HP. This means the more damaged the caster, the more potent the attack, rewarding a risky, high-damage playstyle.
- Learn from: Kuza Beast, Tyrannosaur, Wild Nakk, Behemoth, Azulmagia, King Behemoth, Mecha Head, Traveler (requires Beastmaster control), Gel Fish, Numb Blade (requires Beastmaster control & MP restore)
- Earliest Acquisition: Wild Nakk, wolf-like enemies found in the forests near Karnak Castle on the world map. These enemies are also a good source of Gil.
Self Destruct
A classic Final Fantasy move associated with Bomb enemies, Self Destruct in Blue Magic form costs a mere 1 MP. It deals damage equal to the caster’s current HP to a single enemy, but at the cost of instantly KO’ing the caster. It’s a high-risk, high-reward move for dire situations.
- Learn from: Motor Trap, Bomb, Purobolos, Grenade, Gilgamesh, Prototype, Unknown (Beastmaster required)
- Earliest Acquisition: Motor Trap enemies on the Fire-Powered Ship. You can easily trigger Self Destruct by hitting a Motor Trap with Thunder-elemental magic.
Aera
The upgraded version of Aero, Aera is another wind-elemental attack, dealing more significant damage to enemies. It costs 10 MP, making it a mid-tier wind spell option for Blue Mages.
- Learn from: Gigas, Enchanted Fan, Page 32, Gilgamesh, Enkidu, Abductor, Azulmagia, Galajelly (Beastmaster control required)
- Earliest Acquisition: Gigas enemies in Karnak Castle. These enemies are rare encounters triggered from treasure chests in the castle.
Death Claw
Death Claw is a powerful physical attack with a debilitating secondary effect. For 21 MP, it strikes an enemy, aiming to reduce their HP to single digits (9 or less). It also inflicts Paralyze, rendering the target immobile and vulnerable.
- Learn from: Death Claw, Treant, Gilgamesh, Soul Eater, Iron Claw, Azulmagia, Objet d’Art, Strapparer (Beastmaster required)
- Earliest Acquisition: Iron Claw boss in Karnak Castle. Be cautious when facing Iron Claw, as being hit by Death Claw in this battle can be dangerous.
Aqua Breath
Despite its watery name, Aqua Breath deals non-elemental damage. However, it inflicts significantly increased damage against desert-dwelling enemies, making it strategically useful in specific environments. It costs 38 MP, positioning it as a more expensive, situationally powerful attack.
- Learn from: Dhorme Chimera, Manticore, Leviathan, Bahamut, Crystal, Enuo, Famed Mimic Gogo, Azulmagia, Aquagel (Beastmaster required)
- Earliest Acquisition: Dhorme Chimera enemies, first encountered in the Library of the Ancients area.
Transfusion
Transfusion is a potent but highly sacrificial healing spell. For 13 MP, the caster completely sacrifices themselves, resulting in KO, to fully restore the HP and MP of a chosen target. It’s an emergency spell for critical situations where one character’s survival is paramount for the party’s success.
- Learn from: Mithril Dragon, Gargoyle, Birosotris, Devilfish, Unknown #169, Mover (Beastmaster always required)
- Earliest Acquisition: Mythril Dragon enemies in the Library of the Ancients. You will need to use a Beastmaster to control the Mithril Dragon and force it to cast Transfusion.
Missile
Missile is a percentage-based damage spell. For 7 MP, it reduces a target’s current HP to one-quarter of its original value. It’s effective against enemies with high HP pools, dealing consistent damage regardless of defense stats.
- Learn from: Prototype, Rocket Launcher, Enkidu, Gilgamesh, Mecha Head, Soul Cannon, Azulmagia, Motor Trap (Beastmaster required)
- Earliest Acquisition: Motor Trap enemies found on the Fire-Powered Ship. You’ll need to use a Beastmaster to control Motor Trap and make it use Missile.
Level 5 Death
Level 5 Death is an iconic instant-death spell, making its debut in FF5 and appearing in several subsequent Final Fantasy games. For 22 MP, it instantly kills any enemy whose level is a multiple of 5. It’s a highly effective spell for quickly dispatching groups of level-appropriate enemies.
- Learn from: Page 64, Level Checker, Executor, Enuo, Azulmagia, Level Tricker (Beastmaster required)
- Earliest Acquisition: Page 64 enemies in the Library of the Ancients.
- Level 5 Death Note: To learn Level 5 Death, your learning character must be at a level divisible by 5 (e.g., level 5, 10, 15). The spell must successfully hit a character at a compatible level to be learned. Simply being targeted at an incompatible level will not grant the spell.
Off-Guard
Off-Guard is a debuff spell that weakens enemy defenses. For 19 MP, it halves the target’s defense stat, making them more vulnerable to physical attacks. It’s a valuable spell for increasing physical damage output against heavily armored foes.
- Learn from: Magic Dragon, Ziggurat Gigas, Ushabti, Azulmagia, Page 256, Shadow, The Damned (Beastmaster required)
- Earliest Acquisition: Page 256 enemies in the Library of the Ancients.
Magic Hammer
Magic Hammer is a MP-draining debuff. For a mere 3 MP, it halves the target’s current MP. It’s useful for crippling magic-reliant enemies, preventing them from casting spells effectively.
- Learn from: Byblos, Drippy, Apanda, Azulmagia, Oiseaerare, Cursed Being (Beastmaster required)
- Earliest Acquisition: Byblos boss in the Library of the Ancients.
Dark Spark
Dark Spark is a level-reducing debuff. It halves the target’s level for 7 MP, effectively weakening their overall stats and combat prowess. It’s a strategic spell for diminishing the threat of powerful enemies.
- Learn from: Black Flame, Strapparer, Ushabti, Azulmagia, Shadow, Druid (Beastmaster required)
- Earliest Acquisition: Black Flame monsters on the islands near Crescent town.
Flame Thrower
Flame Thrower is a straightforward fire-elemental attack. For just 5 MP, it deals fire damage to a single target. It’s a basic fire spell option for Blue Mages, useful for exploiting fire weaknesses early in the game.
- Learn from: Prototype, Mecha Head, Flame Thrower, Omega, Triton, Great Dragon, Azulmagia, Mindflayer (Beastmaster required)
- Earliest Acquisition: Prototype enemies on the islands near Crescent town, alongside Black Flames.
White Wind
White Wind is a quintessential Blue Magic healing spell, a staple in the Final Fantasy series. It heals the entire party, restoring HP equal to the caster’s current HP. It’s incredibly effective when the caster is at high health, providing substantial group healing for 35 MP.
- Learn from: Enchanted Fan, Dark Elemental, White Flame, Hellraiser, Enkidu, Parthenope, Necromancer, Azulmagia (Beastmaster is necessary for all of the above)
- Earliest Acquisition: Use a Beastmaster to Control an Enchanted Fan during your exploration of the Ronka Ruins to learn White Wind.
1000 Needles
1000 Needles is another iconic Final Fantasy attack, synonymous with Cactuars. It deals a fixed 1000 damage to a single target, ignoring defense. It’s a consistent damage source for 15 MP, especially effective against enemies with high defense or low HP.
- Learn from: Lamia Queen, Azulmagia, Lamia, Cactus, Hedgehog, Lemure, Mykale (Beastmaster required)
- Earliest Acquisition: Lamia enemies in the Ronka Ruins. Bring a Beastmaster to control Lamia to learn this spell.
Level 4 Graviga
Level 4 Graviga is a percentage-based gravity spell. For 9 MP, it reduces the HP of all enemies whose level is a multiple of 4 to just 1/4 of their maximum. It’s another level-dependent spell, powerful against groups of appropriately leveled enemies.
- Learn from: Ghidra, Level Tricker, Level Checker, Executor, Azulmagia.
- Earliest Acquisition: Ghidra enemies in the Ronka Ruins. Ensure your learning character’s level is divisible by 4 to learn this spell.
Time Slip
Time Slip combines two debilitating status effects. For 9 MP, it inflicts both Old and Sleep on a target. Sleep renders the target unconscious, while Old gradually reduces their level and speed stats over time, compounding their weakness.
- Learn from: Traveler, Gilgamesh, Azulmagia, Cherie, Mykale (Beastmaster required)
- Earliest Acquisition: Traveler enemies in Barrier Tower.
Level 3 Flare
Level 3 Flare is a powerful, level-dependent offensive spell. For 18 MP, it casts the potent Flare spell on all enemies whose level is divisible by 3. It’s devastating against groups of enemies meeting the level criteria.
- Learn from: Level Checker, Executor, Tunneler, Exdeath, Shinryu, Red Dragon, Archeosaur (Beastmaster required)
- Earliest Acquisition: Red Dragon, found as a Monster-in-a-box treasure chest in Barrier Tower.
- Level 3 Flare Note: Like other ‘Level’ spells, your learning character must be at a level divisible by 3 to learn Level 3 Flare.
Level 2 Old
Level 2 Old is another level-dependent debuff spell. For 11 MP, it inflicts the Old status on all foes whose levels are divisible by 2, gradually weakening their stats throughout the battle.
- Learn from: Magic Dragon, Level Checker, Executor, Shinryu, Azulmagia, Level Tricker (Beastmaster required)
- Earliest Acquisition: Level Tricker enemies at Barrier Tower.
- Level 2 Old Note: To learn Level 2 Old, your character level must be divisible by 2.
Aeroga
Aeroga is the pinnacle of the wind-elemental Blue Magic spell line. For 24 MP, it unleashes a powerful wind attack against enemies, dealing significant damage. It’s the strongest wind-based offensive option for Blue Mages.
- Learn from: Metamorph, Magic Dragon, Elm Gigas, Baldanders, Dark Elemental, Grand Aevis, Enchanted Fan, Neo Exdeath, Cherie, Ziggurat Gigas (Beastmaster required)
- Earliest Acquisition: Metamorph enemies in Ghido’s Cave. Metamorphs use Aeroga when they transform into the Enchanted Fan form.
Lilliputian Lyric
Lilliputian Lyric is a status-inflicting spell that minimizes enemy threat. For 5 MP, it inflicts the Mini status on a single target, drastically reducing their physical attack and defense.
- Learn from: Mini Magician, Gilgamesh, Cherie, Farfarello, Azulmagia, Vilia, Mykale (Beastmaster required)
- Earliest Acquisition: Mini Magician enemies in the Great Forest of Moore.
Doom
Doom is a time-delayed death sentence. For 10 MP, it casts Doom on a target, initiating a 30-second countdown. When the timer reaches zero, the target instantly dies. It’s a potent spell for dealing with resilient enemies, albeit with a delay.
- Learn from: Death Dealer, Unknown, Exdeath, Jackanapes, The Damned (Beastmaster required)
- Earliest Acquisition: Jackanapes enemies. As noted before, Jackanapes in Walse Tower are challenging early in the game.
Roulette
Roulette is a chaotic and unpredictable spell. For 1 MP, it randomly selects and instantly kills one target from the entire battlefield, which can include your own party members. It’s a risky spell, best used sparingly and with caution, if at all.
- Learn from: Parthenope, Death Dealer, Shinryu, Azulmagia
- Earliest Acquisition: Parthenope enemies in the Phoenix Tower.
Mighty Guard
Mighty Guard is arguably the most renowned Blue Magic spell, offering a comprehensive defensive buff. For a hefty 72 MP, it casts Protect, Shell, and Float on the entire party simultaneously. It significantly enhances party defense against both physical and magical attacks, while also providing float status for terrain advantages.
- Learn from: Ironclad, Stingray, Shinryu, Azulmagia; all of which need to be controlled via Beastmaster.
- Earliest Acquisition: Stingray enemies in the waters above sunken Walse Tower after the worlds merge. You’ll need a Beastmaster to control Stingrays and force them to cast Mighty Guard.
Mind Blast
Mind Blast is a multi-faceted attack. For just 6 MP, it hits a single target for moderate damage while also inflicting both Sap and Paralyze. Sap drains HP over time, and Paralyze immobilizes the target, making it a highly efficient and debilitating offensive spell.
- Learn from: Wendigo, Mindflayer, Twintania, Azulmagia
- Earliest Acquisition: Wendigo enemies in the Island Shrine dungeon.
Mastering Blue Magic in Final Fantasy V opens up a world of strategic depth and versatility. By understanding how to learn these unique spells and leveraging their diverse effects, you can transform your Blue Mage into a powerhouse capable of tackling any challenge the game throws your way.