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Part 185
Final Fantasy Tactics

Part 185

Explore the powerful Black Magick spells like Fire, Blizzard, and Thunder, and master the Beastmaster's ability to control monsters in Final Fantasy Tactics.

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Explore the powerful Black Magick spells like Fire, Blizzard, and Thunder, and master the Beastmaster's ability to control monsters in Final Fantasy Tactics.

This section details the abilities available to the Black Mage and Beastmaster jobs in Final Fantasy Tactics, including their associated spells and skills.

Black Mage

Black Mages wield elemental powers of fire, ice, and lightning to decimate foes. They require 1 White Mage Ability to unlock. While White Mages heal, Black Mages focus on offense. Their spells can be powerful, but MP costs can be a factor.

Black Magick

  • Fire — 100 AP (Rod) - Active: Hurl a ball of magick, dealing fire damage to the target.
  • Blizzard — 100 AP (Rod) - Active: Pierce the target with a shard of ice, dealing ice damage.
  • Thunder — 100 AP (Rod) - Active: Call down a bolt of lightning, dealing lightning damage to the target.
  • Fira — 200 AP (Firewheel Rod) - Active: An improved version of Fire, dealing greater fire damage.
  • Bilzzara — 200 AP (Sleet Rod) - Active: An improved version of Blizzard, dealing greater ice damage.
  • Thundara — 200 AP (Thunder Rod) - Active: An improved version of Thunder, dealing greater thunder damage.
  • Firaga — 300 AP (Flame Rod) - Active: The greatest Fire magick, dealing massive fire damage.
  • Blizzaga — 300 AP (Chill Rod) - Active: The greatest Blizzard magick, dealing massive ice damage.
  • Thundaga — 300 AP (Thor Rod) - Active: The greatest Thunder magick, dealing massive lightning damage.

Reactions & Passives

  • Magick Counter — 400 AP (Samite Coat) - Reaction: Cast magicks targeting the user back at the caster. Requires MP.
  • Geomancy — 350 AP (Sage's Robe) - Passive: Lowers resistance to the user's elemental attacks, making enemies more vulnerable.

Beastmaster

Beastmasters use their innate gifts to command beasts to do their bidding. This job requires the completion of the "Knowing the Beast" Quest. They have a short range but a good success rate in controlling enemy units, making them essential for certain strategies.

Beast Lore

  • Dreamhare — 150 AP (Lamia Harp) - Active: Take control of Dreamhares and their evolved forms.
  • Deadly Nightshade — 150 AP (Lamia Harp) - Active: Take control of Deadly Nightshades and their evolved forms.
  • Baknamy — 150 AP (Demon Bell) - Active: Take control of Baknamys and their evolved forms.
  • Flan — 150 AP (Demon Bell) - Active: Take control of Flans and their evolved forms.
  • Lamia — 150 AP (Glass Bell) - Active: Take control of Lamias and their evolved forms.
  • Wolf — 150 AP (War Trumpet) - Active: Take control of Wolves and their evolved forms.
  • Shelling — 150 AP (Conch Shell) - Active: Take control of Shellings and their evolved forms.
  • Drake — 150 AP (Hurdy-Gurdy) - Active: Take control of Drakes and their evolved forms.
  • Zombie — 150 AP (Black Quena) - Active: Take control of Zombies and their evolved forms.
  • Ghost — 150 AP (Black Quena) - Active: Take control of Ghosts and their evolved forms.
  • Deathscythe — 150 AP (Black Quena) - Active: Take control of Deathscythes and their evolved forms.
  • Headless — 150 AP (Satyr Flute) - Active: Take control of Headless and their evolved forms.
  • Sprite — 150 AP (Faerie Harp) - Active: Take control of Sprites and their evolved forms.
  • Antlion — 150 AP (Faerie Harp) - Active: Take control of Antlions and their evolved forms.
  • Malboro — 150 AP (Blueleaf Flute) - Active: Take control of Malboros and their evolved forms.
  • Cockatrice — 150 AP (Various) - Active: Take control of Cockatrices and their evolved forms.

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