Black Magic

Header BD FF.png
Index Characters Locations Equipment Bestiary
Header (BSEL).png
Index Characters Locations Items Bestiary

This page is about black magic as a general job command. For the job command in Bravely Default: Where the Fairy Flies, see Black Magic (Bravely Default). For the job command in Bravely Second: End Layer, see Black Magic (Bravely Second).

Black Magic (黒魔法, Kuro Mahō) is a recurring job command in the Bravely series. It is the branch of magic mainly used to inflict damage or status ailments to enemies, and is commonly contrasted by White Magic. It is innate to black mages, and while red mages are naturally capable of black magic as well, the spells they can use are limited to four levels.

The power of black magic spells is augmented by the INT stat of the user. The higher the stat, the stronger the spells become. Other jobs are able to use black magic spells by equipping the corresponding job command, and scrolls, which can be bought in cities and in certain locations, are required to use spells. Below is a list of common black magic spells:

Contents

[edit] Spells

Spell Name Cost Description Game Introduced Game Appearances
Fire 5-10 MP Deal minor fire damage to one target. This spell can be group-cast. Bravely Default: Flying Fairy BDFF, BSEL
Blizzard Deal minor water damage to one target. This spell can be group-cast.
Thunder Deal minor lightning damage to one target. This spell can be group-cast.
Silence 5 MP Has a 75% chance to cause the status ailment silence in one target. BDFF
Poison 4 MP Has a 75% chance to cause the status ailment poison in one target.
Sleep 5 MP Has a 75% chance to cause the status ailment sleep in one target.
Fira 15-25 MP Deal medium fire damage to one target. This spell can be group-cast. BDFF, BSEL
Blizzara Deal medium water damage to one target. This spell can be group-cast.
Thundara Deal medium lightning damage to one target. This spell can be group-cast.
Drain 8 MP Absorb HP from one target. Note that both the user and target will take MP damage if used on an undead enemy.
Aspir 1 MP Absorb MP from one target. Note that both the user and target will take MP damage if used on an undead enemy.
Fear 5 MP Has a 75% chance to cause the status ailment dread in one target. BDFF
Firaga 45 MP Deal major fire damage to one target. This spell can be group-cast. BDFF, BSEL
Blizzaga Deal major water damage to one target. This spell can be group-cast.
Thundaga Deal major lightning damage to one target. This spell can be group-cast.
Dark 80 MP Deal major dark damage to one target.
Kill 16 MP Slay all targets ten or more levels lower than you. Note that you will not earn experience, JP, or pg. Also, this will not work on certain enemies, such as bosses. BDFF
Death 15 MP Has a 60% chance to cause instant death to one target.
Flare 80 MP Deal extreme fire damage to all enemies. This spell cannot be reflected. BDFF, BSEL

[edit] Abilities/Status Effects affecting Black Magic

[edit] Abilities

  • User-Side:
    • Black Resonance - boosts the power of offensive magic
    • Pierce M.Def - lets offensive magic ignore M.Def and deal more damage to a target
    • Group-Cast All - allows single-target black magic to be cast on all enemies/allies
    • Epic Group-Cast / Group-Cast Master - retains offensive magic's power even when group-casting
    • Pierce Default - lets offensive magic ignore Default's damage reduction
    • Save Magic MP - reduces the MP cost of black magic by 25%
    • MP Free in a Pinch - sets MP cost to zero when HP is below 20%
    • In the Red - boosts the power of magic damage when the user has negative BP
    • Chainspell - allows black magic to be cast twice in one turn
    • Speculate - gives magic damage a 50/50 chance to deal double or no damage
    • Full Leverage - doubles the power of magic damage and MP cost for five turns
    • Low Leverage - halves the power of magic damage and MP cost for five turns
    • Gloom - boosts the power of Dark by 1.25x
    • Magic Critical / Critical Hitter - gives offensive magic a chance to score a critical hit
    • Phantom Weapon - adds the equipped weapon's damage to magic damage
    • Black Magic Amp - raises the power of magic damage by 1.25x and MP cost by 1.5x
    • Save BM MP - reduces the MP cost of black magic by 25%
    • Zero - boosts magic damage by 1.5x when the current MP amount ends with 0
    • Convergence - boosts the power of Flare by 1.5x but turns it into a single-target spell
    • Status Ailment Amp - raises the chance of imparting silence, poison, sleep, dread and instant death
    • Max Black Magic - raises the power of magic damage by 1.5x and MP cost by 2x
    • Drain Attack Up - boosts the power of Drain by 1.5x
    • Spellcraft - allows black magic to be modified and boosts the power of offensive magic
    • Full Charge - doubles the power of offensive magic when MP is full
    • Good Measure - combines a successively cast identical black magic and boosts its power by 2.5x
    • Brevity - gives black magic a chance to be boosted by Good Measure even without casting it successively
    • Echo - gives black magic a chance to be cast successively without any MP cost
  • Target-Side:
    • Abate Fire - reduces damage taken from fire spells
    • Damage Dispersion - distributes 45% of damage taken from offensive magic to allies
    • Silence Immunity - confer immunity to silence
    • Poison Immunity - confer immunity to poison
    • Abate Water - reduces damage taken from water spells
    • Revenge - has a 25% chance to raise BP by one when taking every offensive damage
    • Abate Lightning - reduces damage taken from lightning spells
    • Convert MP - recovers 1% (5% in Bravely Second) MP when taking offensive damage
    • Insurance - gains pg equal to half the offensive damage taken
    • Abate Dark - reduces damage taken from Dark
    • Fortitude - raises BP by one with every offensive damage taken
    • Default Guard - further reduces offensive damage taken while in Default
    • Magic Armor - reduces the damage of elemental spell damage when it matches the current sword magic
    • Anti-Magic - raises M.Def when hit by an offensive magic
    • Absorb Magic - nullifies magic damage and restores MP equal to the MP cost of the spell sustained
    • Shorten Ailment - hastens the rate at which silence, poison, sleep and dread can be cured naturally
    • Absorb M. Damage - heals 25% HP when taking damage from offensive magic unless it would result in K.O.
    • Guardian Spirit - gains 25% Soul Power for every attack taken

[edit] Status Effects

  • User-Side:
    • Silence - disables the use of black magic
    • Free Lunch - sets MP cost to zero for two turns
    • Fairy's Aid - boosts the power of fire, water, lightning and dark spells by 1.5x for five turns
    • Elemental Boon - boosts the power of offensive magic by 1.5x if this magic matches the spell's element
  • Target-Side:
    • Element-Weak - takes 1.5x more damage from offensive magic if this effect matches the spell's element
    • Default - reduces damage taken from offensive magic
    • Reflect / Magic Mirror - returns black magic back to the caster's side
    • Before Swine - halves damage taken from offensive magic and counterattacks with a conventional attack with 3x the power
    • Eye for an Eye - counterattacks with a conventional attack with 4x the power when an ally takes damage from offensive magic
    • Spirit Barrier - nullifies damage to HP but reduces MP equal to 10% of damage taken from offensive magic
    • Spirit Ward - nullifies damage taken from fire, water, lightning and dark spells
    • Adaptation - absorbs damage taken from fire, water, lightning and dark spells
    • Stillness - nullifies damage taken from black magic
    • Greater Spirit Ward - halves damage taken from fire, water, lightning and dark spells
    • Fairy Ward - confers immunity to silence, poison, sleep, dread and instant death
    • Enigma - nullifies damage taken from fire, water, lightning and dark spells
    • Mist - makes black magic take effect at the end of every turn but hits all targets for three turns
    • Elemental Ward - reduces damage taken from offensive magic
    • Elemental Mirror - reflects offensive magic back to the caster's side if this magic matches the spell's element
    • Elemental Barrier - nullifies damage taken from offensive magic if this magic matches the spell's element
    • Status Barrier - confers immunity to silence, poison, sleep, dread and instant death
    • Undo Action - evades one black magic action
    • Holy Night - recovers 15% of HP when taking damage from offensive magic while in Default
    • Calm - nullifies damage taken from black magic

[edit] Gallery

Related Threads

AAARRRGH!! black magic bllocked? - last post by @ Mar 24, 2007
Black magic weak? - last post by @ Mar 17, 2007
Black Magic Spheres - last post by @ Dec 12, 2012
Black Magic Spells Target All Enemies? - last post by @ Aug 11, 2008
black magic - last post by @ Feb 26, 2008
Last edited by Ciel Phantomhive on 27 April 2017 at 23:49
This page has been accessed 31 times.