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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[]

Thaumaturge Class Artwork ARR.jpg

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 doubles the potency of fire spells, but also doubles their MP cost and halts MP recovery. Umbral Ice accelerates MP recovery. Both halve the MP cost and potency 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 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 following years, the practitioners of the arcane were mistrusted and reviled in the years following this realm-spanning catastrophe. 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[]

Thaumaturgy starts 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.

Cocobusi possessed.

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 glut 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.

Mormo appears.

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 magic attacks.

Black Mage[]

Ququrka speaks with the adventurer.

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.

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Final Fantasy XIV: Stormblood[]

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Final Fantasy XIV: Shadowbringers[]

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Equipment[]

A lalafellin black mage with the Stardust Rod and Wizard's artifact armor.

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

Thaumaturge's Arms Thaumaturge's Arms (1H|2H)

Shields Shields

Head Head
Body Body
Hands Hands
Waist Waist
Legs Legs
Feet Feet

Earrings Earrings
Necklaces Necklaces
Bracelets Bracelets
Rings Rings
Soul Crystal Soul Crystal

Job gauge[]

Elemental 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.

Foul can be cast.

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), though each use consumes a stack of Polyglot.

After using Umbral Heart, 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.

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. Blizzard and Fire become Paradox when the Paradox marker is active.

Umbral Ice and Astral Fire effects[]

Effect MP regen Ice spells Fire spells All spells
MP cost Potency Cast time MP cost Potency Cast time Cast/recast time
Umbral Ice x16 x0.75 x0 x0.9
Umbral Ice II x23.5 x0.75 x0 x0.8
Umbral Ice III x31 x0 x0 x0.7 x0.5
PvP Umbral Ice x0.8
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
PvP Astral Fire x1.2

Abilities[]

Class and job actions[]

Cast times and MP costs listed are base values, without any aspect effects.

Ability Level Type Cast Recast MP Cost Range Area
Blizzard
Blizzard from Final Fantasy XIV icon.png
Thaumaturge 1 Spell 2.5s 2.5s 400 MP 25y
Deals ice damage with potency of 180.
Additional Effect: Grants Umbral Ice or removes Astral Fire
Duration: 15s

Aspect Mastery V Action changes to Paradox under the effect of Paradox.

Fire
Fire from Final Fantasy XIV icon.png
Thaumaturge 2 Spell 2.5s 2.5s 800 MP 25y
Deals fire damage with potency of 180.
Additional Effect: Grants Astral Fire or removes Umbral Ice
Duration: 15s
Firestarter Additional Effect: 40% chance next Fire III will cost no MP and have no cast time
Duration: 30s

Aspect Mastery V Action changes to Paradox under the effect of Paradox.

Transpose
Transpose from Final Fantasy XIV icon.png
Thaumaturge 4 Ability Instant 5s
Swaps Astral Fire with a single Umbral Ice, or Umbral Ice with a single Astral Fire.
Thunder
Thunder from Final Fantasy XIV icon.png
Thaumaturge 6 Spell 2.5s 2.5s 200 MP 25y
Deals lightning damage with potency of 30.
Additional Effect: Lightning damage over time
Potency: 35
Duration: 21s
Thundercloud Additional Effect: 10% chance after each tick that the next Thunder spell of any grade will add its full damage over time amount to its initial damage, have no cast time, and cost no MP
Thundercloud Duration: 40s

Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.

Thunder Mastery Upgrades to Thunder III.

Blizzard II
Blizzard II from Final Fantasy XIV icon.png
Thaumaturge 12 Spell 3s 2.5s 800 MP 25y 5y radius
Deals ice damage with a potency of 100 to target and all enemies nearby it.
Additional Effect: Grants Umbral Ice or removes Astral Fire (Aspect Mastery III Grants Umbral Ice III and removes Astral Fire)
Duration: 15s

Aspect Mastery IV Upgrades to High Blizzard II.

Scathe
Scathe from Final Fantasy XIV icon.png
Thaumaturge 15 Complete quest "The Threat of Superiority" Spell Instant 2.5s 800 MP 25y
Deals unaspected damage with a potency of 100.
Additional Effect: 20% chance potency will double
Fire II
Fire II from Final Fantasy XIV icon.png
Thaumaturge 18 Spell 3s 2.5s 1500 MP 25y 5y radius
Deals fire damage with a potency of 100 to target and all enemies near it.
Additional Effect: Grants Astral Fire or removes Umbral Ice (Aspect Mastery III Grants Astral Fire III and removes Umbral Ice)
Duration: 15s
Enochian Astral Fire Bonus: Grants Enhanced Flare

Enochian Effect is canceled if Astral Fire ends.

Aspect Mastery IV Upgrades to High Fire II.

Thunder II
Thunder II from Final Fantasy XIV icon.png
Thaumaturge 26 Spell 2.5s 2.5s 400 MP 25y 5y radius
Deals lightning damage with a potency of 50 to target and all enemies nearby it.
Additional Effect: Lightning damage over time
Potency: 15
Duration: 18s
Thundercloud Additional Effect: 3% chance after each tick that the next Thunder spell of any grade will add its full damage over time amount to its initial damage, have no cast time, and cost no MP
Thundercloud Duration: 40s

Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.

Thunder Mastery II Upgrades to Thunder IV.

Manaward
Manaward from Final Fantasy XIV icon.png
Thaumaturge 30 Complete quest "Facing Your Demons" Ability Instant 120s
Creates a barrier that nullifies damage totaling up to 30% of maximum HP.
Duration: 20s
Manafont
fka. Convert
Convert from Final Fantasy XIV icon.png
Black Mage 30 Complete quest "Taking the Black" Ability Instant 180s
(Enhanced Manafont 120s)
Restores 30% of maximum MP.
Fire III
Fire III from Final Fantasy XIV icon.png
Thaumaturge 35 Spell 3.5s 2.5s 2000 MP 25y
Deals fire damage with a potency of 260.
Additional Effect: Grants Astral Fire III and removes Umbral Ice
Duration: 15s
Blizzard III
Blizzard III from Final Fantasy XIV icon.png
Black Mage 35 Complete quest "You'll Never Go Back" Spell 3.5s 2.5s 800 MP 25y
Deals ice damage with potency of 260.
Additional Effect: Grants Umbral Ice III and removes Astral Fire
Duration: 15s
Freeze
Freeze from Final Fantasy XIV icon.png
Black Mage 40 Complete quest "International Relations" 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.
Enhanced Freeze Additional Effect: Grants 3 Umbral Hearts
Enhanced Freeze Umbral Heart Bonus: Nullifies Astral Fire's MP cost increase for Fire spells and reduces MP cost for Flare by one-third

Can only be executed while under the effect of Umbral Ice.

Thunder III
Thunder III from Final Fantasy XIV icon.png
Black Mage 45 Complete quest "The Voidgate Breathes Gloomy" Spell 2.5s 2.5s 400 MP 25y
Deals lightning damage with potency of 50.
Additional Effect: Lightning damage over time
Potency: 35
Duration: 30s
Additional Effect: 10% chance after each tick that the next Thunder spell of any grade will add its full damage over time amount to its initial damage, have no cast time, and cost no MP
Duration: 40s

Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.

Aetherial Manipulation
Aetherial Manipulation from Final Fantasy XIV icon.png
Thaumaturge 50 Ability Instant 10s 25y
Rush to a target party member's side.
Unable to cast if bound.
Flare
Flare from Final Fantasy XIV icon.png
Black Mage 50 Complete quest "Always Bet on Black" Spell 4s 2.5s All MP (At least 800) 25y 5y radius
Deals fire damage to target and all enemies nearby it with a potency of 220 for the first enemy, and 40% less for all remaining enemies.
Enhanced Flare Potency: 280
Additional Effect: Grants Astral Fire III
Duration: 15s

Can only be executed while under the effect of Astral Fire.

Ley Lines
Ley Lines from Final Fantasy XIV icon.png
Black Mage 52 Complete quest "An Unexpected Journey" 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%.
Duration: 30s
Sharpcast
Sharpcast from Final Fantasy XIV icon.png
Black Mage 54 Complete quest "A Cunning Plan" Ability Instant 60s
(Enhanced Sharpcast 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.
Duration: 30s
Enhanced Sharpcast II Maximum Charges: 2
Blizzard IV
Blizzard IV from Final Fantasy XIV icon.png
Black Mage 58 Complete quest "Destruction in the Name of Justice" Spell 2.5s 2.5s 800 MP 25y
Deals ice damage with a potency of 310.
Additional Effect: Grants 3 Umbral Hearts
Umbral Heart Bonus: Nullifies Astral Fire's MP cost increase for Fire spells and reduces MP cost for Flare by one-third

Can only be executed while under the effect of Umbral Ice.

Fire IV
Fire IV from Final Fantasy XIV icon.png
Black Mage 60 Complete quest "The Defiant Ones" Spell 2.8s 2.5s 800 MP 25y
Deals fire damage with a potency of 310.
Can only be executed while under the of and Astral Fire.
Between the Lines
Between the Lines from Final Fantasy XIV icon.png
Black Mage 62 Ability Instant 3s 25y
Move instantly to Ley Lines drawn by you.
Cannot be executed while bound.
Thunder IV
Thunder IV from Final Fantasy XIV icon.png
Black Mage 64 Spell 2.5s 2.5s 400 MP 25y 5y radius
Deals lightning damage with a potency of 50 to target and all enemies nearby it.
Additional Effect: Lightning damage over time
Potency: 20
Duration: 18s
Additional Effect: 3% chance after each tick that the next Thunder spell of any grade will add its full damage over time amount to its initial damage, have no cast time, and cost no MP
Duration: 40s

Only one Thunder spell-induced damage over time effect per caster can be inflicted upon a single target.

Triplecast
Triplecast from Final Fantasy XIV icon.png
Black Mage 66 Ability Instant 60s
The next three spells will require no cast time
Duration: 15s
Maximum Charges: 2
Foul
Foul from Final Fantasy XIV icon.png
Black Mage 70 Complete quest "One Golem to Rule Them All" Spell 2.5s
(Enhanced Foul Instant)
2.5s 25y 5y radius
Deals unaspected damage to a target and all enemies nearby it with a potency of 560 for the first enemy, and 60% less for all remaining enemies.
Polyglot Cost: 1
Despair
Despair from Final Fantasy XIV icon.png
Black Mage 72 Spell 3s 2.5s All MP (At least 800) 25y
Deals fire damage with a potency of 340.
Additional Effect: Grants Astral Fire III
Duration: 15s

Can only be executed while under the effect of Astral Fire.

Umbral Soul
Umbral Soul from Final Fantasy XIV icon.png
Black Mage 76 Spell Instant 2.5s
Grants Umbral Ice and 1 Umbral Heart.
Umbral Heart Bonus: Nullifies Astral Fire's MP cost increase for Fire spells and reduces MP cost for Flare by one-third

Can only be executed while under the effect of Umbral Ice.

Xenoglossy
Xenoglossy from Final Fantasy XIV icon.png
Black Mage 80 Spell Instant 2.5s 25y
Deals unaspected damage with a potency of 760.
Polyglot Cost: 1
High Fire II
High Fire II from Final Fantasy XIV icon.png
Black Mage 82 Spell 3s 2.5s 1500 MP 25y 5y radius
Deals fire damage with a potency of 140 to target and all enemies nearby it.
Additional Effect: Grants Astral Fire III and removes Umbral Ice
Duration: 15s
Astral Fire Bonus: Grants Enhanced Flare

Effect is canceled if Astral Fire ends.

High Blizzard II
High Blizzard II from Final Fantasy XIV icon.png
Black Mage 82 Spell 3s 2.5s 800 MP 25y 5y radius
Deals ice damage with a potency of 140 to target and all enemies nearby it.
Additional Effect: Grants Umbral Ice III and removes Astral Fire
Duration: 15s
Amplifier
Amplifier from Final Fantasy XIV icon.png
Black Mage 86 Ability Instant 120s
Grants Polyglot.
Can only be executed while under the effect of Astral Fire or Umbral Ice.
Paradox
Paradox from Final Fantasy XIV icon.png
Black Mage 90 Spell 2.5s 2.5s 1600 MP 25y
Deals unaspected damage with a potency of 500.
Astral Fire Bonus: Refreshes the duration of Astral Fire and 40% chance to grant Firestarter
Duration: 15s
Firestarter Effect: Next Fire III will require no time to cast and cost no MP
Duration: 30s
Umbral Ice Bonus: Spell is cast immediately, requires no MP to cast, and refreshes the duration of Umbral Ice
Duration: 15s

Can only be executed while under the effect of Paradox.
※This action cannot be assigned to a hotbar.

Role Actions[]

Ability Level Type Cast Recast MP Cost Range Area
Addle
Addle from Final Fantasy XIV icon.png
Magic Ranged DPS 8 Ability Instant 90s 25y
Lowers target's physical damage dealt by 5% and magic damage dealt by 10%.
Duration: 10s
Sleep
Sleep from Final Fantasy XIV icon.png
Magic Ranged DPS 10 Spell 2.5s 2.5s 800 MP 30y 5y radius
Puts target and all nearby enemies to sleep.
Duration: 30s

Cancels auto-attack upon execution.

Lucid Dreaming
Lucid Dreaming from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 14 Ability Instant 60s
Gradually restores own MP.
Potency: 55
Duration: 21s
Swiftcast
Swiftcast Role from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 18 Ability Instant 60s
Next spell is cast immediately.
Duration: 10s
Surecast
Surecast Role from Final Fantasy XIV icon.png
HealerMagic Ranged DPS 44 Ability Instant 120s
Spells can be cast without interruption.
Additional Effect: Nullifies most knockback and draw-in effects
Duration: 6s

Traits[]

Name Level Description
Aspect Mastery
Aspect Mastery from Final Fantasy XIV icon.png
Thaumaturge 1 Casting of certain fire and ice spells will grant a stack of Astral Fire and Umbral Ice respectively.
Maximum Stacks: 1
Duration: 15s

While under the effect of either Astral Fire or Umbral Ice, casting a spell of the opposite element will consume no MP.
Effect does not apply to Flare.

Magick and Mend
Magick and Mend from Final Fantasy XIV icon.png
Thaumaturge 20 Increases base action damage and HP restoration by 10%.
Aspect Mastery II
Aspect Mastery II from Final Fantasy XIV icon.png
Thaumaturge 20 Allows the stacking of a second Astral Fire and Umbral Ice.
Thundercloud
Thundercloud trait from Final Fantasy XIV icon.png
Thaumaturge 28 Grants a 10% chance that after each damage over time tick inflicted by Thunder or Thunder III (3% for Thunder II or Thunder IV), the next Thunder, Thunder II, Thunder III, or Thunder IV will add its full damage over time amount to its initial damage, have no cast time, and cost no MP.
Duration: 40s
Aspect Mastery III
Aspect Mastery III from Final Fantasy XIV icon.png
Thaumaturge 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.
When maintaining three stacks of Astral Fire or Umbral Ice, the cast time of spells of the opposite element is halved.
Magick and Mend II
Magick and Mend II from Final Fantasy XIV icon.png
Thaumaturge 40 Increases base action damage and HP restoration by 30%.
Firestarter
Firestarter from Final Fantasy XIV icon.png
Thaumaturge 42 Grants a 40% chance that after casting Fire, your next Fire III will require no MP and have no cast time.
Duration: 30s
Thunder Mastery
Thunder Mastery from Final Fantasy XIV icon.png
Black Mage 45 Complete quest "The Voidgate Breathes Gloomy" Upgrades Thunder to Thunder III.
Enochian
Enochian from Final Fantasy XIV icon.png
Black Mage 58 Complete quest "Black Squawk Down" Increases damage dealt by 5% while under the effect of Astral Fire or Umbral Ice.
Upon successfully landing Fire II while under the effect of Astral Fire, grants Enhanced Flare.
Enhanced Flare effect ends if Astral Fire is lost.
Enhanced Freeze
Enhanced Freeze from Final Fantasy XIV icon.png
Black Mage 58 Grants 3 Umbral Hearts upon casting Freeze.
Thunder Mastery II
Thunder Mastery II from Final Fantasy XIV icon.png
Black Mage 64 Upgrades Thunder II to Thunder IV.
Enhanced Enochian
Enhanced Enochian from Final Fantasy XIV icon.png
Black Mage 70 Complete quest "One Golem to Rule Them All" Grants the effect of Polyglot upon maintaining Enochian for 30 seconds. Also improves Enochian's magic damage increase to 10%.
Enhanced Sharpcast
Enhanced Sharpcast from Final Fantasy XIV icon.png
Black Mage 74 Reduces Sharpcast recast timer to 30 seconds.
Enhanced Enochian II
Enhanced Enochian II from Final Fantasy XIV icon.png
Black Mage 78 Improves Enochian's magic damage increase to 15%.
Enhanced Polyglot
Enhanced Polyglot from Final Fantasy XIV icon.png
Black Mage 80 Allows the stacking of a second Polyglot.
Enhanced Foul
Enhanced Foul from Final Fantasy XIV icon.png
Black Mage 80 Allows for the immediate casting of Foul.
Aspect Mastery IV
Aspect Mastery IV from Final Fantasy XIV icon.png
Black Mage 82 Upgrades Fire II and Blizzard II to High Fire II and High Blizzard II.
Enhanced Manafont
Enhanced Manafont from Final Fantasy XIV icon.png
Black Mage 84 Reduces Manafont recast time to 120 seconds.
Enhanced Enochian III
Enhanced Enochian III from Final Fantasy XIV icon.png
Black Mage 86 Improves Enochian's magic damage increase to 20%.
Enhanced Sharpcast II
Enhanced Sharpcast II from Final Fantasy XIV icon.png
Black Mage 88 Allows the accumulation of charges for consecutive uses of Sharpcast.
Maximum Charges: 2
Aspect Mastery V
Aspect Mastery V from Final Fantasy XIV icon.png
Black Mage 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.
Blizzard and Fire become Paradox when the Paradox marker is made active.

PvP Actions[]

Ability Type Cast Recast MP Cost Range Area
Fire
Fire PvP from Final Fantasy XIV icon.png
Spell 1.44s 2.4s 25y
Deals fire damage with a potency of 4,000.
Requires no cast time when cast under the effect of Umbral Ice.
Additional Effect: Afflicts target with a stack of Astral Warmth, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Umbral Freeze.

Additional Effect: Grants Astral Fire II
Duration: 15s

Effect cannot be stacked with Umbral Ice.
※Action changes to Fire IV while under the effect of Astral Fire II.

Blizzard
Blizzard PvP from Final Fantasy XIV icon.png
Spell 1.44s 2.4s 25y
Deals ice damage with a potency of 4,000.
Requires no cast time when cast under the effect of Astral Fire.
Additional Effect: Afflicts target with a stack of Umbral Freeze, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Astral Warmth.

Additional Effect: Grants Umbral Ice II
Duration: 15s

Effect cannot be stacked with Astral Fire.
※Action changes to Blizzard IV while under the effect of Umbral Ice II.

Burst
Burst PvP from Final Fantasy XIV icon.png
Spell 1.92s 20s 5y radius
Deals lightning damage to all nearby enemies with a potency of 12,000.
Additional Effect: Creates a barrier around self that absorbs damage equivalent to a heal of 12,000 potency
Duration: 10s

This action does not share a recast timer with any other actions.

Paradox
Paradox PvP from Final Fantasy XIV icon.png
Spell Instant 15s 25y
Deals unaspected damage with a potency of 8,000.
Additional Effect: Increases target's stacks of Astral Warmth or Umbral Freeze to maximum

This action does not share a recast timer with any other actions.

Night Wing
Night Wing PvP from Final Fantasy XIV icon.png
Ability Instant 30s 25y 5y radius
Afflicts target and all enemies nearby it with Half-asleep.
Duration: 4s

When effect duration expires, targets succumb to Sleep.

Duration: 4s

Targets struck while under the effect of Sleep will take additional damage with a potency of 8,000.

Aetherial Manipulation
Aetherial Manipulation PvP from Final Fantasy XIV icon.png
Ability Instant 10s 25y
Rush to a targeted enemy's or party member's location.
Additional Effect: Grants Swiftcast
Swiftcast Effect: Next spell can be cast immediately
Duration: 10s
Maximum Charges: 2

Cannot be executed while bound.

Superflare
Superflare PvP from Final Fantasy XIV icon.png
Ability Instant 15s 30y radius
Deals damage to nearby enemies with a potency of 3,000 up to a maximum of 9,000 for every stack of Astral Warmth or Umbral Freeze they have accumulated.
Additional Effect: Enemies under the effect of Astral Warmth are afflicted with Burns, dealing fire damage over time
Potency: 3,000
Duration: 6s

Duration increases by 3s for each additional stack of Astral Warmth, up to a maximum of 12s.

Additional Effect: Enemies under the effect of Umbral Freeze are afflicted with Deep Freeze, rendering them unable to move
Duration: 1s

Duration increases by 1s for each additional stack of Umbral Freeze, up to a maximum of 3s.

Maximum Charges: 2
Fire IV
Fire IV PvP from Final Fantasy XIV icon.png
Spell 1.92s 2.4s 25y
Deals fire damage with a potency of 6,000.
Additional Effect: Afflicts target with a stack of Astral Warmth, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Umbral Freeze.

Additional Effect: Grants Astral Fire III
Duration: 15s

Effect cannot be stacked with Umbral Ice.
Can only be executed while under the effect of Astral Fire II.
※Action changes to Flare while under the effect of Astral Fire III.
※This action cannot be assigned to a hotbar.

Flare
Flare PvP from Final Fantasy XIV icon.png
Spell 1.92s 2.4s 25y 5y radius
Deals fire damage with a potency of 8,000 to target and all enemies nearby it.
Additional Effect: Afflicts target with a stack of Astral Warmth, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Umbral Freeze.
Can only be executed while under the effect of Astral Fire III.
Astral Fire III effect expires upon execution.
※This action cannot be assigned to a hotbar.

Blizzard IV
Blizzard IV PvP from Final Fantasy XIV icon.png
Spell 1.92s 2.4s 25y
Deals ice damage with a potency of 6,000.
Additional Effect: Afflicts target with a stack of Umbral Freeze, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Astral Warmth.

Additional Effect: Grants Umbral Ice III
Duration: 15s

Effect cannot be stacked with Astral Fire.
Can only be executed while under the effect of Umbral Ice II.
※Action changes to Freeze while under the effect of Umbral Ice III.
※This action cannot be assigned to a hotbar.

Freeze
Freeze PvP from Final Fantasy XIV icon.png
Spell 1.92s 2.4s 25y 5y radius
Deals ice damage with a potency of 8,000 to target and all enemies nearby it.
Additional Effect: Afflicts target with a stack of Umbral Freeze, up to a maximum of 3
Duration: 15s

Effect cannot be stacked with Astral Warmth.
Can only be executed while under the effect of Umbral Ice III.
Umbral Ice III effect expires upon execution.
※This action cannot be assigned to a hotbar.

Foul
Foul PvP from Final Fantasy XIV icon.png
Spell Instant 2.4s 25y 5y radius
Deals unaspected damage with a potency of 16,000 to target and all enemies nearby it.
Can only be executed while under the effect of Polyglot.
※This action cannot be assigned to a hotbar.
Soul Resonance
Soul Resonance PvP from Final Fantasy XIV icon.png
Limit Break Instant 10s
Grants 6 stacks of Soul Resonance, upgrading Fire to Flare and Blizzard to Freeze.
Additional Effect: Flare and Freeze require no cast time
Duration: 30s
Additional Effect: Grants Polyglot
Duration: 60s
Additional Effect: Reduces the recast time of Superflare by 15 seconds

Can only be executed when the limit gauge is full.
※Action changes to Foul upon execution.

Standard-issue Elixir
Standard-issue Elixir PvP from Final Fantasy XIV icon.png
Ability 4.5s 5s
Restores your HP and MP to maximum.
Casting will be interrupted when damage is taken.
Recuperate
Recuperate PvP from Final Fantasy XIV icon.png
Ability Instant 1s 2500 MP
Restores own HP.
Cure Potency: 15,000
Purify
Purify PvP from Final Fantasy XIV icon.png
Ability Instant 30s
Removes Stun, Heavy, Bind, Silence, Half-asleep, Sleep, and Deep Freeze.Grants Resilience upon successfully removing one of the aforementioned effects.
Resilience Effect: Nullifies status afflictions that can be removed by Purify
Duration: 5s

Can be used even when under the effect of certain status afflictions.

Guard
Guard PvP from Final Fantasy XIV icon.png
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.
Duration: 5s

Movement speed is reduced by 50% for the duration of this effect.
Effect ends upon reuse, using another action, or when the effect duration expires.

Sprint
Sprint PvP from Final Fantasy XIV icon.png
Ability Instant 1.5s
Increases movement speed.
Effect ends upon reuse or execution of another action.

Removed abilities[]

The following abilities have been removed. Removed abilities will still appear on the 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.

Ability Level Type Cast Recast MP Cost Range Area
Surecast
Surecast THM from Final Fantasy XIV icon.png
Thaumaturge8 Ability Instant 30s
Next spell is cast without interruption.
Duration: 10s

Thaumaturge16 Enhanced Surecast: Grants a 15% chance to have no recast time.

Replaced by Surecast Role Action in patch 4.0.

Thunder II
Thunder II old from Final Fantasy XIV icon.png
Thaumaturge22 Spell 3s(Base value; The higher the player's Spell Speed, 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) 1200(Current datamined value; ability was removed before current MP system was introduced and actual MP cost may vary.) 25y
Deals lightning damage with a potency of 50.
Additional Effect: Lightning damage over time
Potency: 40
Duration: 21s

Thaumaturge28 Thundercloud: Additional Effect: 10% chance after each tick that the next Thunder, Thunder II, or Thunder III will add its full damage over time amount to its initial damage, have no cast time, and cost no MP
Duration: 12s

Replaced with new version in patch 4.0.

Swiftcast
Swiftcast THM from Final Fantasy XIV icon.png
Thaumaturge26 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.

Lethargy
Lethargy from Final Fantasy XIV icon.png
Thaumaturge42 Ability Instant 30s 25y
Afflicts target with Slow and Heavy +20%.
Duration: 12s (PvP 6s)

Removed in patch 4.0.

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 area of effect attack with a potency of 1400. Skyshard XIV.png
Starstorm 2 Delivers an area of effect attack with a potency of 3000. FFXIV ARR Starstorm.png
Meteor 3 Delivers an area of effect attack with a potency of 5400. Black Mage Limit Break Meteor XIV.jpg

Other appearances[]

Final Fantasy Record Keeper[]

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Final Fantasy Brave Exvius[]

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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
Abilities
Role Actions
PvP Actions
Removed PvE Abilities

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.

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