Fire is a Thaumaturge and
Black Mage spell from Final Fantasy XIV that deals damage to a single target and grants Astral Fire.
Mechanics[]
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Use[]
Fire deals light damage to a single target. At low levels it is the only single-target spell that grants and maintains Astral Fire, which significantly increases potency of Fire spells at the cost of doubling their MP cost and disabling MP regeneration. At these levels Fire is the main attacking spell in the Black Mage's repertoire, and will generally be spammed in Astral Fire until the Black Mage runs out of MP, at which point they should switch to the Umbral Ice phase. Fire II is an area of effect (AoE) alternative to Fire when fighting 3 or more enemies.
While under the effect of Umbral Ice, Fire will remove all stacks of that effect instead of applying Astral Fire, thus requiring two casts to enter Astral Fire. Transpose can be used to more quickly switch phases.
Once Fire III becomes available it mostly replaces Fire and Transpose for entering Astral Fire, as it can bring the Black Mage to Astral Fire III in a single cast. However, Fire will continue to be the main attacking spell in Astral Fire as it both more MP efficient and provides better DPS than Fire III. Once Black Mages acquire the
Firestarter trait, Fire will have a 40% to grant the
Firestarter status, negating Fire III's cast time and MP cost. Whenever Firestarter is available, Fire III should be used in place of Fire.
Sharpcast will guarantee a Firestarter proc on the next Fire used, but it is generally preferable to use Sharpcast in conjunction with
Thundercloud instead.
Fire will eventually be replaced as the Black Mage's main attacking spell by Fire IV. However, Fire IV does not maintain Astral Fire, so the occasional Fire is still needed to maximize Astral Fire's uptime.
PvP[]
In PvP Fire is instant cast and now switches to Astral Fire in a single cast even if the user is in Umbral Ice. Astral Fire functions differently in PvP as it now increases fire damage dealt by 20% without increasing MP costs or impeding MP regeneration.
As an instant cast spell that activates the global cooldown (GCD), Fire can be used to weave abilities that are off the global cooldown (oGCD), such as Night Wing, in between spellcasts.
Patch history[]
Version | Changes |
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A Realm Reborn | Added at 150 potency and 12% base MP cost. Granted the ![]() ![]() |
Patch 2.3 | Potency increased to 170. |
Heavensward | Potency increased to 180. |
Patch 3.2 | Astral Fire duration increased to 12s. |
Stormblood | MP cost reduced to 10% base MP. Umbral Ice and Astral Fire are now part of the Elemental Gauge and are no longer represented by status effects. Astral Fire duration increased to 13s. No longer available in PvP. New PvP exclusive version added. See below for its patch history. |
Shadowbringers | MP cost set at 800 with MP system overhaul. Astral Fire duration increased to 15s. |
Version | Changes |
---|---|
Stormblood | Added with 1250 potency, 1000 MP cost, 1.8s cast time, and 2.3s recast Astral Fire increased damage dealt by 10%. Cast time was reduced to instant while under the effect of Umbral Ice. |
Shadowbringers | Potency reduced to 1200. Cast time reduced to instant. Recast time increased to 2.4s. |
Patch 5.1 | MP cost removed. |
Patch 5.3 | MP cost increased to 1000. Astral Fire damage increases raised to 20%. |
Behind the scenes[]
Final Fantasy XIV (version 1.0)[]

Fire appeared as an ability that dealt fire-elemental damage to the target and all nearby enemies. At the initial release, Fire was a Conjurer spell available for use at Rank 1 and it costs 3 action points to set. After the release of patch 1.20, Fire became a Thaumaturge spell available at level 10.