Thaumaturgy is a form of arcane manipulation that allows the practitioner to unleash (his/her) will as deadly manifestations of primal power. The origin of our art can be found in the cumbersome magicks of our ancestors - subsequently focused and refined through their use in the funereal rites of the Order of Nald'thal. Though once used exclusively for the preparation of the dead, these incantations of destruction soon found new purpose on the battlefield. Hm hm hm... "Death," of course, is still very much the central focus of the discipline.
The Black Mage is a Job in Final Fantasy XIV, introduced as the Discipline of Magic Thaumaturge in the original release. Players start as a Thaumaturge, and then may upgrade to Black Mage using the Soul Crystal obtained from the quest "Taking the Black" after Thaumaturge reaches level 30.
Profile[]
Thaumaturge[]
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium—a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed halls are said to reside powers of life, death, and the beyond.Lodestone
Thaumaturges are powerful spellcasters adept with the three primary elements of fire, ice and lightning. They are considered magical ranged DPS for the purpose of party roles.
Thaumaturges can augment their spells further via the status effects Astral Fire and Umbral Ice. Astral Fire increases the potency of fire spells, but also doubles their MP cost and halts MP recovery. Umbral Ice accelerates MP recovery while reducing the potency of ice spells. Both remove the MP cost of spells of the opposing element, but casting these spells removes the status. Later levels allow Thaumaturges to stack Astral Fire and Umbral Ice up to three times. Mastery of the Thaumaturge class requires knowing the right time to switch between Umbral Ice and Astral Fire.
Black Mage[]
In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.Lodestone
Black Mage further enhances the Thaumaturge's offensive magic abilities by delving on unaspected spells. Black Mages have no party utility whatsoever, only brings with them massive damage. Proper mastering of a Black Mage means the player must memorize enemies' attack patterns as they will be rooted to the spot while casting spells, with little time to move around.
In Final Fantasy XIV: Shadowbringers, the important character Y'shtola Rhul upgrades her job into Sorceress, a unique form of Black Mage that has access to spells from all 6 elements.
Story[]
History[]
In the lands of Yafaem at the peak of the Fifth Astral Era, the genius sorceress Shatotto wove the first spell of the art that became known as "black magick". The Mhachi mage's obsessive research into destructive power gave rise to a host of devastating incantations and arcane weaponry, found many willing students, and cadres of Black Mages soon formed the offensive core of Mhach's forces in the War of the Magi. But the casting of so many mighty spells drained the land dry of aether, and both sides of the terrible conflict knew defeat with the great floods of the Sixth Umbral Calamity.
In the years following this realm-spanning catastrophe, the practitioners of the arcane were mistrusted and reviled. Black magick itself was branded a forbidden art, its secrets consigned to the darkest depths of history. In any age, however, there always exist those whose hunger for knowledge and power drive them to explore the most lightless abyss. Thus it was that scarcely a century ago, a thaumaturge by the name of Quruka Ququruka broke the seals of an ancient tome, and secretly donned the black robes of a long-forgotten cabal.
Thaumaturge[]
Thaumaturges start off in Ul'dah taught by five siblings, each holding the title of guildmaster. They teach the Warrior of Light the basics of thaumaturgy. The Warrior returns from their training in ranged magic, and the siblings congratulate them. The youngest sibling, Cocobusi, quarrels with the rest and storms out. The siblings explain that their younger brother has low aetheric levels and so can't practice thaumaturgy. The leaders of the guild teach the Warrior of Light to keep the state of aetheric balance in mind, through managing their state of balance or through replenishing mana through ether.
Returning to the guild the Warrior of Light finds the siblings in a bind with the merchants who had requested the siblings retrieve their ether from Amalj'aa. Having drank all the ether, the siblings request the Warrior of Light to try and convince the merchants to leave empty-handed. After getting the merchants to leave, the siblings assign the Warrior of Light with destroying the cursed artifact known as Mormo's urn, stolen by Alacran thieves. After the mission is a success, Cocobuki is impressed with the Warrior of Light's control and skill.
There has been a recent spree of murders and Cocobusi requires the Warrior of Light's aid in Western Thanalan. Cocobusi has the Warrior examine the remains of slain Thaumaturges, and use themselves as bait to lure out the "Mageslayer". After defeating a group of imps, Cocobusi informs the Warrior of Light that an imp has fled to a nearby cave where Cocobusi attempts to kill the Warrior of Light only to be stopped by his brother, Cocobuki. Cocobusi has been possessed by the voidsent within Mormo's urn, and he escapes. Distraught, Cocobuki and the Warrior of Light return to the Thaumaturge guild.
Cocobuki has the Warrior of Light go to Camp Drybone to retrieve chapters on the Book of Mormo. After retrieving the chapters the group learns that the voidsent is a glutton for aether, but nothing on how to save their brother, and are left with the only option to kill him. Cocobuki wants to use his aether as bait to draw out the voidsent and have the group defeat the creature, but before that the siblings have the Warrior of Light face one final trial. Following the trial the siblings are amazed with the Warrior's prowess, and are convinced they can save their brother.
There have been sightings of Cocobusi at vesper bay, and the Warrior of Light goes to investigate. After speaking with the locals, they head north to rescue the captured victims. Mormo is found in the caves draining the aether from maidens. Cocobuki sets his plan in motion in offering up his aether, and once Mormo reveals her true from, the siblings attack the voidsent. With the defeat of the voidsent Cocobusi returns to his normal self, but Cocobuki is knocked unconscious and starts fading due to his aether being drained. Cocobusi uses a mana-amplifying potion to save him. The siblings meet up at the Thaumaturge guild once more and thank the Warrior of Light, and once there Cocobuki teaches them the spell Manaward, a defensive spell that blunts the force of attacks.
Black Mage[]
The Warrior of Light speaks to the Thaumaturge guild receptionist Yayake who tells them of a prisoner by the name of Ququruka Tataruka, a self-proclaimed Black Mage who demands the Warrior of Light find the Gem of Shatotto in exchange for his freedom. Yayake has the Warrior retrieve the gem by defeating monsters that will reveal the gem. An Amalj'aa by the name of Kazagg Chah appears and gives the Warrior of Light the soul crystal before taking his leave. Returning to the Thaumaturge's guild, the Warrior of Light presents the soul crystal to Yayake who is amazed to discover it's real. She begins to leave to gather the order of Nald Thal only to find the main doors closing. Two Lalafells garbed in mage attire appear from the shadows, one being the prisoner Ququruka, and the other his apprentice Lalai. Having convinced the gaolers to let him free, he proclaims that the seal on the voidgate will be broken and that the Warrior of Light can close it. He bids the Warrior to visit at Milvaneth Sacarium to hear the words of Lalai, and before leaving tells the Warrior not to fear the power to destroy, but to master it. At the Sacarium, Lalai promises to guide the Warrior of Light on the path of the Black Mage.
Lalai sends the Warrior of Light out to seal voidgates throughout the realm by pouring voidsent blood on the planar fissure. Three other Black Mages, Kazagg Chah, Dozal Meloc, and Da Za, assist them. After closing the planar fissures and attaining the special Sorceress garb, the Warrior of Light learns from Lalai that Ququruka is no prophet, but the criminal he was convicted of being one hundred years ago. His plan is to use black magic to open the voidgate and summon forth Barbatos.
At Nald's Reflection the Warrior of Light finds the Black Mage beastmen and discover that the ritual for summoning Barbatos is complete. After a long battle Barbatos is defeated and Ququruka tells the truth of his past, revealing that he was interested in black magic and became eager to master it. During his studies he had three of the beastmen ancestors assist him with a spell, only to realize it was a summoning spell for Barbatos. The voidsent took the lives of his allies and sealed the monster, as he wasn't strong enough to defeat it on his own. Sealing the voidsent corrupted Qururuka, and he made the Order of Nald Thal Imprison him to keep the realm safe. The beastmen forgive him for his sins, and Qururuka passes on.
Final Fantasy XIV: Heavensward[]
Lalai has found a parchment belonging to Ququruka, which reveals the whereabouts of tomes thought long lost, the Books of Nald'thal. She tells the Warrior of Light to meet her in Nald's Reflection to search for the Book of Nald. The pair find the book and head to Thal's respite to look for the Book of Thal. Arriving at Thal's Respite, the two find that the Book of Thal has recently been taken. Lalai is determined to retrieve the tome before the secrets it contains are used to cause great harm.
Lalai concludes that the thief is a Black Mage, and speculates they may have contacted other Black Mages. The Warrior of Light heads to Burgundy Falls to meet with Kazagg Chah, who tells them he was recently attacked by a robed man who wielded black magic, and asks for them to search for the attacker. The Warrior of Light finds a robed man who denies being the one who attacked Kazagg Chah, and suggests they visit Kazagg to clear up the confusion. The Amalj'aa confirms this, and the robed man introduces himself as Zhai'a Nelhah, a Hearer of Gridania. He informs the two that the Seedseer Council has sent him to find a certain Black Mage. He believes he may learn something from Lalai, and decides to pay her a visit, explaining that Waldeve leads a cult of nefarious Black Mages, and that he was once a conjurer of Stillglade Fane, but left in search of power. Zhai'a takes his leave, requesting that they tell him of any leads they find on the Black Mage. Lalai teaches the Warrior of Light a new spell, Ley Lines, deciphered from the Book of Nald.
Lalai receives a letter from Da Za, and requests a meet up at Bronze Lake where he explains he was approached by Waldeve and asked to share his knowledge of black magic. The Kobold asked for time to reconsider to plan an ambush with the Warrior of Light's assistance. The Warrior hides nearby while Da Za waits for Waldeve. Waldeve arrives, and Da Za refuses his proposal. Waldeve leaves and tells his cultists to kill him after gathering the information he needs. The mages are defeated with no survivors, and Zhai'a Nelhah arrives, furious to learn none of Waldeve's men have lived. He storms off to speak with Lalai. Zhai'a claims that the Warrior of Light is not in control of their powers, and Lalai claims that they are, and proves as much by entrusting the Warrior with more magic gleaned from the Book of Nald.
Lalai receives a letter from Dozol Meloc who is hiding in Alder Springs and seeks assistance. The Warrior of Light finds Dozol Meloc surrounded by defiant mages whom they swiftly defeat. After checking on Dozol, Zhai'a arrives and berates the Warrior of Light for slaying every last attacker, before realizing that they were burned alive from the inside. Dozol Meloc suggests that without the Gem of Shatotto to control their dark magicks, the very aether within their bodies ignited when they resorted to powerful spells. Zhai'a apologizes before leaving, and the Warrior of Light returns to Ul'dah.
Final Fantasy XIV: Stormblood[]
Final Fantasy XIV: Shadowbringers[]
Equipment[]
Thaumaturges and black mages wield staves and rods as their weapons. At lower levels they also have access to one-handed scepters and cudgels, which they can use in conjuction with shields, but these items stop appearing past level 50. Their armor is primarily made up of "Casting" gear, armor with low physical defense and high magic defense that they share with other magical DPS classes.
The primary attribute for thaumaturges and black mages is intelligence, which boosts their attack magic potency, and should always be prioritized over other attributes. As DPS disciplines, they draw the most benefit from the critical hit, direct hit, spell speed, and determination secondary attributes, which all improve their damage dealing capabilities in some way.
Lists of thaumaturge and black mage equipment | |
---|---|
Job gauge[]
The Job Gauge was introduced in 4.0 Stormblood. The Black Mage uses the Elemental Gauge, though it is unique for having a more limited version from the moment a character becomes a Thaumaturge.
The Elemental Gauge displays which elemental influence the player is currently under — Astral Fire or Umbral Ice. Fire spells used under Astral Fire have an increased potency but will cost more MP, and MP regeneration is halted. Umbral Ice dramatically increases the speed at which MP regenerates.
In Endwalker, upon learning the Enochian trait on level 56, the Black Mage's spells are strengthened under Astral Fire and Umbral Ice. At level 70, Enochian adds an additional bar to the lower right corner of the gauge that fills every 30 seconds while the status is maintained, granting a Polyglot status effect, indicated by pink crystals at the bottom of the Elemental Gauge. Polyglot allows for the usage of Foul (acquired on level 70) and Xenoglossy (acquired on level 80), with each use consuming a stack of Polyglot.
Upon reaching level 58, when the Black Mage casts certain Blizzard-aligned spells, they acquire Umbral Hearts which are represented by three blue arrows on the lower left corner of the Elemental Gauge. A Heart is consumed each time a Fire-aligned spell is cast, nullifying the increased MP cost caused by Astral Fire. This allows the Black Mage to cast more high-potency Fire IV spells before having to regenerate their MP through Umbral Ice. Alternately, Flare's MP cost is reduced, allowing it to be cast again without MP restoring moves. This, however, consumes all Umbral Hearts regardless of number held so it can't be done multiple times.
Upon reaching level 90, the Paradox marker is added to the Elemental Gauge. The marker is activated after reaching Astral Fire III then swapping to the opposite element. Conversely, the marker can also be made active after reaching Umbral Ice III and gaining 3 Umbral Hearts then swapping to the opposite element. When the Paradox marker is lit, Fire and Blizzard are replaced with Paradox, a stronger spell that takes on the traits of the spell it replaces that matches the current element.
Upon reaching level 100, the Astral Gauge is added to the Elemental Gauge. Astral Gauge can be filled by using Fire IV and Flare (adding 3 gauges at once). If 6 Astral Gauges are filled, the player can cast Flare Star.
Umbral Ice and Astral Fire effects[]
Effect | MP regen | Ice spells | Fire spells | ||||
---|---|---|---|---|---|---|---|
MP cost | Potency | Cast time | MP cost | Potency | Cast time | ||
Umbral Ice | 2500 per ice spell | x0.75 | — | — | x0 | x0.9 | — |
Umbral Ice II | 5000 per ice spell | x0.75 | — | — | x0 | x0.8 | — |
Umbral Ice III | 10000 per ice spell | x0 | — | — | x0 | x0.7 | x0.5 |
Astral Fire | x0 | x0 | x0.9 | — | x2 | x1.4 | — |
Astral Fire II | x0 | x0 | x0.8 | — | x2 | x1.6 | — |
Astral Fire III | x0 | x0 | x0.7 | x0.5 | x2 | x1.8 | — |
Abilities[]
Class and Job Actions[]
Cast times and MP costs listed are base values, without any aspect effects.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Blizzard |
1 | Spell | 2.5s | 2.5s | 400 MP | 25y | — |
Deals ice damage with potency of 180.
Action changes to Paradox under the effect of Paradox. | |||||||
Fire |
2 | Spell | 2.5s | 2.5s | 800 MP | 25y | — |
Deals fire damage with potency of 180.
Action changes to Paradox under the effect of Paradox. | |||||||
Transpose |
4 | Ability | Instant | 5s | — | — | — |
Swaps Astral Fire with a single Umbral Ice, or Umbral Ice with a single Astral Fire. | |||||||
Thunder |
6 | Spell | Instant | 2.5s | — | 25y | — |
Deals lightning damage with potency of 100.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. Upgrades to Thunder III. | |||||||
Blizzard II |
12 | Spell | 3s | 2.5s | 800 MP | 25y | 5y radius |
Deals ice damage with a potency of 80 to target and all enemies nearby it.
Upgrades to High Blizzard II. | |||||||
Scathe |
15 | Spell | Instant | 2.5s | 800 MP | 25y | — |
Deals unaspected damage with a potency of 100.
| |||||||
Fire II |
18 | Spell | 3s | 2.5s | 1500 MP | 25y | 5y radius |
Deals fire damage with a potency of 80 to target and all enemies near it.
Upgrades to High Fire II. | |||||||
Thunder II |
26 | Spell | Instant | 2.5s | — | 25y | 5y radius |
Deals lightning damage with a potency of 60 to target and all enemies nearby it.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. Upgrades to Thunder IV. | |||||||
Manaward |
30 | Ability | Instant | 120s | — | — | — |
Creates a barrier that nullifies damage totaling up to 30% of maximum HP.
| |||||||
Manafont fka. Convert |
30 | Ability | Instant | 120s ( 100s) |
— | — | — |
Fully restores MP.
Can only be executed while under the effect of Astral Fire. | |||||||
Fire III |
35 | Spell | 3.5s | 2.5s | 2000 MP | 25y | — |
Deals fire damage with a potency of 280.
| |||||||
Blizzard III |
35 | Spell | 3.5s | 2.5s | 800 MP | 25y | — |
Deals ice damage with potency of 280.
| |||||||
Umbral Soul |
35 | Spell | Instant | 2.5s | — | — | — |
Grants Umbral Ice (Umbral Heart and 1 Umbral Heart).
Grants Umbral Ice III (Umbral Heart and 3 Umbral Hearts), and also restores 10,000 MP when used while outside of combat. | |||||||
Freeze |
40 | Spell | 2.8s | 2.5s | 1000 MP | 25y | 5y radius |
Deals ice damage with a potency of 120 to target and all enemies nearby it.
Can only be executed while under the effect of Umbral Ice. | |||||||
Thunder III |
45 | Spell | Instant | 2.5s | — | 25y | — |
Deals lightning damage with potency of 120.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. Thunder Mastery III Upgrades to High Thunder. | |||||||
Aetherial Manipulation |
50 | Ability | Instant | 10s | — | 25y | — |
Rush to a target party member's side. Unable to cast if bound. | |||||||
Flare |
50 | Spell | 3s | 2.5s | All MP At least 800 | 25y | 5y radius |
Deals fire damage to target and all enemies nearby it with a potency of 240 for the first enemy, and 30% less for all remaining enemies.
Enhanced Astral Fire Effect ends when Astral Fire expires. Umbral Heart Consumes all Umbral Hearts upon execution. | |||||||
Ley Lines |
52 | Ability | Instant | 120s | — | — | 3y radius |
Connects naturally occurring ley lines to create a circle of power which, while standing within it, reduces spell cast time and recast time, and auto-attack delay by 15%.
Cannot be executed while under the effect of Ley Lines. Enhanced Ley Lines Action optionally becomes Retrace upon execution. | |||||||
Blizzard IV |
58 | Spell | 2.5s | 2.5s | 800 MP | 25y | — |
Deals ice damage with a potency of 320.
Can only be executed while under the effect of Umbral Ice. | |||||||
Fire IV |
60 | Spell | 2.8s | 2.5s | 800 MP | 25y | — |
Deals fire damage with a potency of 320.
Enhanced Astral Fire Effect ends when Astral Fire expires. | |||||||
Between the Lines |
62 | Ability | Instant | 3s | — | 25y | — |
Move instantly to Ley Lines drawn by you. Cannot be executed while bound. | |||||||
Thunder IV |
64 | Spell | Instant | 2.5s | — | 25y | 5y radius |
Deals lightning damage with a potency of 80 to target and all enemies nearby it.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. Thunder Mastery III Upgrades to High Thunder II. | |||||||
Triplecast |
66 | Ability | Instant | 60s | — | — | — |
The next three spells will require no cast time
| |||||||
Foul |
70 | Spell | 2.5s ( Instant) |
2.5s | — | 25y | 5y radius |
Deals unaspected damage to a target and all enemies nearby it with a potency of 600 for the first enemy, and 60% less for all remaining enemies.
| |||||||
Despair |
72 | Spell | 3s (Enhanced Astral Fire Instant) | 2.5s | All MP At least 800 | 25y | — |
Deals fire damage with a potency of 350.
Can only be executed while under the effect of Astral Fire. | |||||||
Xenoglossy |
80 | Spell | Instant | 2.5s | — | 25y | — |
Deals unaspected damage with a potency of 880.
| |||||||
High Fire II |
82 | Spell | 3s | 2.5s | 1500 MP | 25y | 5y radius |
Deals fire damage with a potency of 100 to target and all enemies nearby it.
| |||||||
High Blizzard II |
82 | Spell | 3s | 2.5s | 800 MP | 25y | 5y radius |
Deals ice damage with a potency of 100 to target and all enemies nearby it.
| |||||||
Amplifier |
86 | Ability | Instant | 120s | — | — | — |
Grants Polyglot. Can only be executed while under the effect of Astral Fire or Umbral Ice. | |||||||
Paradox |
90 | Spell | 2.5s | 2.5s | 1600 MP | 25y | — |
Deals unaspected damage with a potency of 500.
Can only be executed while under the effect of Paradox. | |||||||
High Thunder File:High Thunder from Final Fantasy XIV icon.png |
92 | Spell | Instant | 2.5s | — | 25y | — |
Deals lightning damage with potency of 150.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. | |||||||
High Thunder II File:High Thunder II from Final Fantasy XIV icon.png |
92 | Spell | Instant | 2.5s | — | 25y | 5y radius |
Deals lightning damage with a potency of 100 to target and all enemies nearby it.
Can only be cast while under the effect of Thunderhead, granted when gaining Astral Fire or Umbral Ice from an unaspected state, or changing between their influences.
Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target. | |||||||
Retrace File:Retrace from Final Fantasy XIV icon.png |
96 | Ability | Instant | 40s | — | — | 3y radius |
Weave ley lines anew, setting your circle of power at a new location. Can only be executed while under the effect of Ley Lines. | |||||||
Flare Star File:Flare Star from Final Fantasy XIV icon.png |
100 | Spell | 3s | 2.5s | — | 25y | 5y radius |
Deals fire damage to target and all enemies nearby it with a potency of 400 for the first enemy, and 65% less for all remaining enemies.
Can only be executed when the Astral Gauge is full. |
Role Actions[]
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Addle |
8 | Ability | Instant | 90s | — | 25y | — |
Lowers target's physical damage dealt by 5% and magic damage dealt by 10%.
| |||||||
Sleep |
10 | Spell | 2.5s | 2.5s | 800 MP | 30y | 5y radius |
Puts target and all nearby enemies to sleep.
Cancels auto-attack upon execution. | |||||||
Lucid Dreaming |
14 | Ability | Instant | 60s | — | — | — |
Gradually restores own MP.
| |||||||
Swiftcast |
18 | Ability | Instant | 60s (Enhanced Swiftcast 40s) |
— | — | — |
Next spell is cast immediately.
| |||||||
Surecast |
44 | Ability | Instant | 120s | — | — | — |
Spells can be cast without interruption.
|
Traits[]
Name | Level | Description |
---|---|---|
Aspect Mastery |
1 | Casting of certain fire and ice spells will grant a stack of Astral Fire and Umbral Ice respectively.
While under the effect of Astral Fire, the cost of casting Fire spells is doubled, MP recovery is reduced to 0, and the potency of Ice spells is reduced by 10%. |
Magick and Mend |
20 | Increases base action damage and HP restoration by 10%. |
Aspect Mastery II |
20 | Allows the stacking of a second Astral Fire and Umbral Ice. While under the effect of Astral Fire II, the potency of Fire spells is increased by 60% and the potency of Ice spells is reduced by 20%. While under the effect of Umbral Ice II, 5,000 MP is recovered upon landing an Ice spell and the potency of Fire spells is reduced by 20%. |
Aspect Mastery III |
35 | Allows the stacking of a third Astral Fire and Umbral Ice. Casting Fire II or Blizzard II grants maximum stacks of Astral Fire or Umbral Ice respectively. While under the effect of Astral Fire III, the potency of Fire spells is increased by 80%, and the cast time of Ice spells is halved and potency lowered by 30%. While under the effect of Umbral Ice III, 10,000 MP is recovered upon landing an Ice spell, and the cast time of Fire spells is halved and potency lowered by 30%. |
Magick and Mend II |
40 | Increases base action damage and HP restoration by 30%. |
Firestarter |
42 | Grants a 40% chance that after casting Fire, your next Fire III will require no MP and have no cast time.
|
Thunder Mastery |
45 | Upgrades Thunder to Thunder III. |
Enochian |
58 | Increases damage dealt by 5% while under the effect of Astral Fire or Umbral Ice. |
Umbral Heart fka. Enhanced Freeze File:Umbral Heart from Final Fantasy XIV icon.png |
58 | Grants 3 Umbral Hearts upon casting Freeze or executing Manafont or Umbral Soul. |
Thunder Mastery II |
64 | Upgrades Thunder II to Thunder IV. |
Enhanced Enochian |
70 | Grants the effect of Polyglot upon maintaining Enochian for 30 seconds. Also improves Enochian's magic damage increase to 10%. |
Enhanced Enochian II |
78 | Improves Enochian's magic damage increase to 15%. |
Enhanced Polyglot |
80 | Allows the stacking of a second Polyglot. |
Enhanced Foul |
80 | Allows for the immediate casting of Foul. |
Aspect Mastery IV |
82 | Upgrades Fire II and Blizzard II to High Fire II and High Blizzard II. |
Enhanced Manafont |
84 | Reduces Manafont recast time to 100 seconds. |
Enhanced Enochian III |
86 | Improves Enochian's magic damage increase to 25%. |
Aspect Mastery V |
90 | Adds a Paradox marker to your Elemental Gauge. The marker is made active after reaching Astral Fire III then swapping to the opposite element. Conversely, the marker can also be made active after reaching Umbral Ice III and gaining 3 Umbral Hearts then swapping to the opposite element. The marker is made inactive when the effect of Astral Fire or Umbral Ice expires. Fire and Blizzard become Paradox when the Paradox marker is made active. |
Thunder Mastery III File:Thunder Mastery III from Final Fantasy XIV icon.png |
92 | Upgrades Thunder III to High Thunder and Thunder IV to High Thunder II. |
Enhanced Ley Lines File:Enhanced Ley Lines from Final Fantasy XIV icon.png |
96 | The location of Ley Lines can be reset while its effect is active. |
Enhanced Enochian IV File:Enhanced Enochian IV from Final Fantasy XIV icon.png |
96 | Improves Enochian's magic damage increase to 32%. |
Enhanced Polyglot II File:Enhanced Polyglot II from Final Fantasy XIV icon.png |
98 | Allows the stacking of a third Polyglot. |
Enhanced Astral Fire File:Enhanced Astral Fire from Final Fantasy XIV icon.png |
100 | Grants a stack of Astral Soul upon landing Fire IV or Flare.
Allows for the immediate casting of Despair. Flare grants 3 stacks. |
Role Traits[]
Name | Level | Description |
---|---|---|
Enhanced Swiftcast File:Enhanced Swiftcast from Final Fantasy XIV icon.png |
94 | Reduces Swiftcast recast time to 40 seconds. |
Enhanced Addle File:Enhanced Addle from Final Fantasy XIV icon.png |
98 | Extends the duration of Addle to 15 seconds. |
PvP Actions[]
Action | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|
Fire |
Spell | 1.32s | 2.2s | – | 25y | – |
Deals fire damage with a potency of 6,000.
Effect cannot be stacked with Umbral Ice.
※Action changes to Fire III upon execution. | ||||||
Blizzard |
Spell | Instant | 2.2s | – | 25y | – |
Deals ice damage with a potency of 4,500.
Effect cannot be stacked with Astral Fire.
※Action changes to Blizzard III upon execution. | ||||||
Burst |
Spell | Instant | 20s | – | – | 5y radius |
Deals lightning damage to all nearby enemies with a potency of 12,000.
This action does not share a recast timer with any other actions. | ||||||
Paradox |
Spell | Instant | 2.2s | – | 25y | – |
Deals unaspected damage with a potency of 9,000.
Can only be executed while under the effect of Paradox. | ||||||
Xenoglossy |
Spell | Instant | 16s | – | 25y | – |
Deals unaspected damage with a potency of 12,000.
Potency is reduced to 8,000 when your HP is below 50%, but absorbs 200% of damage dealt as HP.
This action does not share a recast timer with any other actions. | ||||||
Lethargy File:Lethargy PvP from Final Fantasy XIV icon.png |
Ability | Instant | 16s | – | 25y | – |
Lowers target's damage dealt by 25%.
| ||||||
Aetherial Manipulation |
Ability | Instant | 8s | – | 25y | – |
Rush to a targeted enemy's or party member's location. Cannot be executed while bound. | ||||||
Elemental Weave File:Elemental Weave PvP from Final Fantasy XIV icon.png |
Ability | Instant | 20s | – | – | – |
Changes to Wreath of Fire while under the effect of Astral Fire, or Wreath of Ice while under the effect of Umbral Ice. | ||||||
Fire III File:Fire III PvP from Final Fantasy XIV icon.png |
Spell | 1.32s | 2.2s | – | 25y | – |
Deals fire damage with a potency of 8,000.
Effect cannot be stacked with Umbral Ice. | ||||||
Fire IV |
Spell | 1.32s | 2.2s | – | 25y | – |
Deals fire damage with a potency of 10,000.
Effect cannot be stacked with Umbral Ice. | ||||||
High Fire II File:High Fire II PvP from Final Fantasy XIV icon.png |
Spell | 1.32s | 2.2s | – | 25y | 5y radius |
Deals fire damage to target and all enemies nearby it with a potency of 12,000 for the first enemy, and 8,000 for all remaining enemies.
Effect cannot be stacked with Umbral Ice | ||||||
Flare |
Spell | 1.32s | 2.2s | – | 25y | 5y radius |
Deals fire damage with a potency of 12,000 to target and all enemies nearby it.
Effect cannot be stacked with Umbral Ice. | ||||||
Blizzard III File:Blizzard III PvP from Final Fantasy XIV icon.png |
Spell | Instant | 2.2s | – | 25y | – |
Deals ice damage with a potency of 6,000.
Effect cannot be stacked with Astral Fire. | ||||||
Blizzard IV |
Spell | Instant | 2.2s | – | 25y | – |
Deals ice damage with a potency of 7,500.
Effect cannot be stacked with Astral Fire. | ||||||
High Blizzard II File:High Blizzard II PvP from Final Fantasy XIV icon.png |
Spell | Instant | 2.2s | – | 25y | 5y radius |
Deals ice damage to target and all enemies nearby it with a potency of 9,000 for the first enemy, and 6,000 for all remaining enemies.
Effect cannot be stacked with Astral Fire. | ||||||
Freeze |
Spell | Instant | 2.2s | – | 25y | 5y radius |
Deals ice damage with a potency of 9,000 to target and all enemies nearby it.
Effect cannot be stacked with Astral Fire. | ||||||
Wreath of Fire File:Wreath of Fire PvP from Final Fantasy XIV icon.png |
Ability | Instant | 20s | – | – | – |
Grants Wreath of Fire.
Ignores the effects of Guard when dealing damage.
Can only be executed while under the effect of Astral Fire. | ||||||
Wreath of Ice File:Wreath of Ice PvP from Final Fantasy XIV icon.png |
Ability | Instant | 20s | – | – | – |
Grants Wreath of Ice.
Can only be executed while under the effect of Umbral Ice. | ||||||
Flare Star File:Flare Star PvP from Final Fantasy XIV icon.png |
Spell | 1.32s | 2.2s | – | 25y | 5y radius |
Deals fire damage with a potency of 18,000 to target and all enemies nearby it.
Can only be executed while under the effect of Astral Fire and Elemental Star. | ||||||
Frost Star File:Frost Star PvP from Final Fantasy XIV icon.png |
Spell | Instant | 2.2s | – | 25y | 5y radius |
Deals ice damage with a potency of 12,000 to target and all enemies nearby it.
Can only be executed while under the effect of Umbral Ice and Elemental Star. | ||||||
Soul Resonance |
Limit Break | Instant | 10s | – | – | – |
Grants 5 stacks of Soul Resonance, upgrading Fire to Flare and Blizzard to Freeze.
Can only be executed when the limit gauge is full.
| ||||||
Standard-issue Elixir |
Ability | 4.5s | 5s | — | — | — |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | ||||||
Recuperate |
Ability | Instant | 1s | 2500 MP | — | — |
Restores own HP.
| ||||||
Purify |
Ability | Instant | 24s | — | — | — |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature.
Can be used even when under the effect of certain status afflictions. | ||||||
Guard |
Ability | Instant | 30s | — | — | — |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects.
Movement speed is reduced by 50% for the duration of this effect. | ||||||
Sprint |
Ability | Instant | 1.5s | — | — | — |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Removed actions[]
The following actions are no longer usable. Removed actions will still appear on a hotbar, their icon greyed out icon with a red strikethrough. They will have no effect and must be removed by the player. The given statistics represent their last form before their removal.
Action | Level | Type | Cast | Recast | MP Cost | Range | Area |
---|---|---|---|---|---|---|---|
Surecast |
8 | Ability | Instant | 30s | — | — | — |
Next spell is cast without interruption. Duration: 10s 16 Enhanced Surecast: Grants a 15% chance to have no recast time. Replaced by Surecast Role Action in patch 4.0. | |||||||
Sleep |
10 | Spell | 2.5s Base value; the higher the character's Spell Speed stat, the lower the cast time will be | 2.5s Base value; the higher the character's Spell Speed stat, the lower the recast time will be | 800 | 25y | 5y |
Puts target and all nearby enemies to sleep. Duration: 30s Cancels auto-attack upon execution. Replaced by Sleep Role Action in patch 6.0. | |||||||
Swiftcast |
26 | Ability | Instant | 60s | — | — | — |
Next spell is cast immediately. Duration: 10s Potency of attack magic cast under the effect of Swiftcast is halved in PvP. Replaced by Swiftcast Role Action in patch 4.0. | |||||||
Apocatastasis |
40 | Ability | Instant | 90s | — | — | — |
Reduces a party member's magic vulnerability by 20%. Duration: 10s Removed in patch 4.0. | |||||||
Manawall |
45 | Ability | Instant | 120s | — | — | — |
Creates a barrier that nullifies physical damage up to 20% of maximum HP.
Removed in patch 4.0. | |||||||
Lethargy |
42 | Ability | Instant | 30s | — | 25y | — |
Afflicts target with Slow and Heavy +20%. Duration: 12s (PvP 6s) Removed in patch 4.0. | |||||||
Sharpcast |
54 | Ability | Instant | 60s ( 30s) |
— | — | — |
Ensures that the next Scathe, Fire, Paradox, or Thunder spell cast will, for the first hit, trigger Scathe's additional effect, Firestarter, or Thundercloud.
Removed in patch 7.0. | |||||||
Enochian |
56 | Ability | Instant | 30s | — | — | — |
Increases magic damage dealt by 15%. Also allows the casting of Blizzard IV and Fire IV, Despair and Umbral Soul. Additional Effect: Grants Polyglot if Enochian is maintained for 30s Maximum Stacks: 2 Can only be executed while under the effect of Astral Fire or Umbral Ice. Effect is canceled if Astral Fire or Umbral Ice ends. Replaced with Enochian Trait in patch 6.0. |
Limit Break[]
Thaumaturges' and Black Mages' Limit Breaks focus on dealing powerful damage to enemies in a circular area of effect. The damage dealt is determined by the combined weapon damage of all party members, thus, its damage is not based on the user's gear. The ability Swiftcast cannot be used to instantly cast a Limit Break. Thaumaturges and Black Mages both have the same Level 1 and Level 2 limit breaks as other Ranged Magical DPS.
Ability | Level | Description | Image |
---|---|---|---|
Skyshard | 1 | Delivers an attack to all enemies in the target area, dealing 0.6x the damage of Braver. | |
Starstorm | 2 | Delivers an attack to all enemies in the target area, dealing 1.3x the damage of Braver. | |
Meteor | 3 | Delivers an attack to all enemies in the target area, dealing 2.1x the damage of Braver. |
Other appearances[]
Final Fantasy Record Keeper[]
Final Fantasy Brave Exvius[]
Final Fantasy Trading Card Game[]
Black Mage appears in Final Fantasy Trading Card Game as Lightning-elemental Backup cards. Thaumaturge appears as Ice-elemental Forward cards.
Behind the scenes[]
In their original design, Thaumaturges were debuff specialists with access to Light and Dark-elemental offensive spells. After patch 1.20, the job was changed to an offensive mage, specializing on fire, ice and lightning magic. The Arcanist discipline has replaced the Thaumaturge's role in debuffing, although Thaumaturges do retain the ability to inflict Sleep.
During one scene in the Black Mage quest line where two Black Mages approach the player their eyes flash yellow, mimicking the traditional glowing-eyed look in earlier games.
Gallery[]
- Arms and Gear sets
- Actions
- Role Actions
- PvP actions
- Removed PvP actions
- Removed PvE actions
Etymology[]
Thaumaturgy (Greek words θαῦμα thaûma, meaning "miracle" or "marvel" and ἔργον érgon, meaning "work") is the capability of a saint to work miracles. It is sometimes translated into English as wonderworking. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle-worker.