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Blue Magick (青魔法, Aomahō?) is the skill set of the the Blue Mage in Final Fantasy Tactics A2: Grimoire of the Rift. They are learned through monsters.

List of Blue Magicks[]

Skill Monster Range MP
Magick Hammer Baknamykind 3 4
Deals MP damage to target.
White Wind Sprite 3 20
Heals HP equal to the current HP of the caster in an area. Cannot heal user.
Angel Whisper Sprite 3 32
Heals HP and bestows Auto-Life. Cannot target user.
Night Lamiakind All units except user 22
Inflicts Sleep on all units on the battlefield except the caster.
Screech Wolfkind 3 8
Deals damage and Confuses target.
War Dance Dreamhare 4 12
Raises Attack power of all units in area.
Roar Werewolfkind All units except user 8
Dispels all positive statuses on map.
Sandstorm Antlion 4 12
Deals small Earth damage and Blinds.
Cornered Great Tortoise 1 4
Does 999 damage with 100% accuracy, but requires user's HP to be in single digits. Learned by being hit by Limit Glove with Auto-Life/Reraise on.
Matra Magick Adamantitan 3 22
Switches HP and MP of target. Fatal if MP is 0. Low accuracy.
Bad Breath Malborokind T area in front of unit 8
Let out a fetid breath to BLIND, SILENCE, and POISON targets in a cone in front of the user.
Eerie Sound Wave Malborokind 4 8
Neutralize buffs on one target.
Unction Red Marshmallow (Flan) 4 8
Inflicts Oil status on all units in an area.
Self-Destruct Bomb All sides 8
Deals damage to surrounding units, then KOs caster.
Doom Deathscythe 4 8
Inflicts Doom on a single target.
Roulette Ahriman One random unit 12
Instantly KOs a unit chosen at random on the battlefield. Must have Auto-Life/Reraise on to learn it.
Quake Headlesskind 3 12
Deals Earth damage.
Expose Weakness Fire Drake 4 8
Lowers Weapon Defense and Magick Resistance of target.
Mighty Guard Thunder Drake 4 8
Increases Weapon Defense and Magick Resistance of target.
Dragon Force Ice Drake 4 8
Increases Weapon Attack and Magick Attack of target.



Magick is an Early Modern English spelling for magic. Magick, in the context of Aleister Crowley's Thelema, is a term used to differentiate the occult from stage magic and is defined as "the Science and Art of causing Change to occur in conformity with Will", including both "mundane" acts of will as well as ritual magic.