Black Mage is the strongest magic users period, so it's spells should illustrate this not just by DMG alone, but by its ability to control the battle pace by positioning. I propose a series of magic spell swaps involving giving choke, rasp, drown, burn, frost and shock to dark knight. Black Mage getting new spells, crevasse, tide, gale, and fire wall. These spells are to allow BLM to distance itself from an aggressive mob, it does little DMG, but instead hinders movement, and some even push back enemies great distance. I consider forgetting about crevasse because of break.
Crevasse spell lvl (BLM10,SCH20) - earth based that causes target to stumble, for brief moment. Wind enemies are resistant, floating targets are immune. Recast 1 minute, 6 second casting time.
Tide spell lvl (BLM20,SCH40) - water based that causes target to move back 10" and slowly move forward for a brief moment. Water mobs are resistant, fish and water elementals are immune. 1 minute recast, 6 second casting time.
Gale spell lvl (40,60) - wind based that blows target back 20". Earth/wind mobs are resistant, worms, trees, earthwind elementals are immune. 1 minute recast, 6 second casting time.
Lava - lvl 40 - fire based that prevents target from moving forward for short period of time. Ice mobs are resistant. Bombs, and fire elementals are immune. 1 minute recast, 6 second casting time,
Also would be cool if all ancient spells carry traits similar to this such as tornado I, and II causing a draw in effect on the target within. 15" even players experiencing a pull in motion if too close to target.
Freeze actually pausing the target into place for a short duration.
Always bummed me out how BLM is mostly about DMG and little else, given its suppose to be the strongest magical combatant. It should give that appearance visually.
Dark knight should be given rasp, drown, shock, burn, and shock. Lower cast times and mp cost.