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Red Mage (Black/White Magic)
Bravely Default

Red Mage (Black/White Magic)

bravely default Red Mage abilities: learn Black/White Magic Lv.1-4, Revenge, BP Recovery, and more. See all Red Mage skills and aptitudes.

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bravely default Red Mage abilities: learn Black/White Magic Lv.1-4, Revenge, BP Recovery, and more. See all Red Mage skills and aptitudes.

Aptitudes:

  • Swords: A
  • Most weapons: B
  • Bows: C
  • Knuckles: D
  • Shields, Helms and Armor: C

Specialty: Revenge

Each time you are attacked by the enemy (poison damage doesn’t count), there is a 25% chance of your BP increasing by one. This is a free method of increasing your BP, allowing you to heal more or deal more damage.

Level 1: Black/White Magic Lv.1

Allows use of Cure, Poisona, Blindna, Fire, Blizzard and Thunder with the appropriate White Magic or Black Magic scrolls in possession. This provides the option to aid allies and cast offensive spells.

Level 2: MP 20% Up

Raises your Maximum MP by 20%, allowing you to expend more MP for spells or other moves. This is a significant boost learned at a low level.

Level 3: Black/White Magic Lv.2

Allows use of Protect, Shell, Aero, Silence, Poison and Sleep with the appropriate White Magic or Black Magic scrolls in possession. This offers a choice between protection and inflicting status ailments.

Level 4: Turn Tables

Raises your BP by 1 after evading an enemy attack. This ability requires high Evasion or enemies with low Accuracy. It works fantastically when combined with the Ninja’s Utsusemi, which guarantees evasion of one physical attack, thus guaranteeing that extra BP.

Level 5: MP Free in a Pinch

MP cost falls to zero when your HP is below 20%. This is handy when you’ve taken massive damage and are fast running out of MP, and is also great for grinding if you can get a character to low enough HP, allowing them to summon for no cost. Be careful in case the enemy gets a first strike and throttles your low HP character.

Level 6: Black/White Magic Lv.3

Allows use of Cura, Raise, Esuna, Fira, Blizzara and Thundara with the appropriate White Magic or Black Magic scrolls in possession. These spells include an improved healing spell, revival spell, cure-all spell, and improved offensive spells.

Level 7: Adrenaline

BP increases by one when your character defeats an enemy; multiple enemies defeated at once will increase BP by the number of defeated enemies. This ability makes it easier to contain mobs and would help against bosses that call in minions.

Level 8: Save Magic MP

Lowers the MP cost of Black, White, Time and Summon magic by 25%. This costs one point more than individual MP saving abilities but is useful if you’re running a hybrid mage, like a Summoner with White Magic as their Job Command, until you find yourself a Gold Hairpin.

Level 9: BP Recovery

Your BP increases by 2 when you sustain a status ailment. This effect only applies when the ailment begins and not on subsequent turns. If hit by a surprise ailment, you could use this ability to mount a decisive comeback. You can also cause an ailment on yourself on purpose, then cure it and repeat.

Level 10: Black/White Magic Lv.4

Allows use of Reflect, Dispel, Aerora, Drain, Aspir and Fear with the appropriate White Magic or Black Magic scrolls in possession. These are the last spells a Red Mage can learn and include the ability to reflect enemy magic, dispel enemy buffs, drain HP or MP, or stop enemies from using Brave and Default.

Level 11: Revenge

Each time you are attacked by the enemy (poison damage doesn’t count), there is a 25% chance of your BP increasing by one. While it’s not too reliable, having an option to gain extra BP is always welcome.

Level 12: Revival

When your character’s HP falls below 20%, there is a 75% chance of their BP increasing by 2. Subsequent damage after this point doesn’t increase your BP further, but you may restore the user’s HP to above 20% to allow this effect to trigger again. This ability is great for living on the edge, but Revenge and BP Recovery are safer bets.

Level 13: An Eye for an Eye

When your HP drops below 20%, the chance of scoring a critical hit rises by 900% (effectively multiplied by 10) for five turns. Magic spells can’t critical normally, so you’ll want to mount a comeback with physical moves.

Level 14: In the Red

Raises magic attack when you have negative BP:

  • 0 BP or more: No effect
  • -1 BP: 1.2 times damage
  • -2 BP: 1.3 times damage
  • -3 BP: 1.4 times damage
  • -4 BP: 1.5 times damage

The extra damage is useful when you’re wiping out mobs or for that final stretch against a boss.

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