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Fire is a Thaumaturge Thaumaturge and Black Mage Black Mage spell from Final Fantasy XIV that deals damage to a single target and grants Astral Fire.

Mechanics[]

PvE version
Fire
ThaumaturgeBlack Mage Thaumaturge/Black Mage 2
Spell
Class action
Effects
Interactions
  • Astral Fire and Umbral Ice variably affect the MP costs, potencies, and cast times of Fire- and Ice-elemental spells; see below for more information
  • Umbral Hearts generated by Blizzard IV Blizzard IV, Freeze Freeze, and Umbral Soul Umbral Soul nullify Astral Fire's MP cost increase to Fire-elemental spells; one Heart is consumed each for each Fire spell cast
  • Enochian Enochian increases damage by 15%; can only be used under the effect of Umbral Ice or Astral Fire, and ends if neither effect is active
  • Fire IV Fire IV and Despair Despair can only be used under the effect of both Astral Fire and Enochian
  • Triplecast Triplecast reduces the cast time of the next three spells to instant for 15 seconds
  • Swiftcast Swiftcast reduces the next spell's cast time to instant for 10 seconds
  • Surecast Surecast allows spells to be cast without interruption for 6 seconds
Traits
Base direct damage formula:

Where Trait can be 1.1 with Maim and Mend, 1.3 with Maim and Mend II, or 1 otherwise.
Cast time formula:

Where Umbral Ice Mod is 0.5 for during Umbral Ice III or 1 otherwise.
Recast time formula:
PvP version
Fire
PvPBlack Mage Black Mage 30
Spell
Job action
Effects
Interactions
  • Astral Fire increases damage dealt by Fire-elemental spells by 20%
  • Enochian Enochian activates automatically when under the effect of Umbral Ice or Astral Fire, and ends if neither effect is active
  • Enochian becomes Fire IV Fire IV under the effect of Astral Fire
  • Swiftcast Swiftcast reduces the next spell's cast time to instant for 5 seconds
  • Phantom Dart Phantom Dart causes target to take 20% increased damage from all sources for 6 seconds
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 x0.5 x0.9
Umbral Ice II x23.5 x0.75 x0.25 x0.8
Umbral Ice III x31 x0 x0.25
(Aspect Mastery x0)
x0.7 x0.5
PvP Umbral Ice x0.8
Astral Fire x0 x0.5 x0.9 x2 x1.4
Astral Fire II x0 x0.25 x0.8 x2 x1.6
Astral Fire III x0 x0.25
(Aspect Mastery x0)
x0.7 x0.5 x2 x1.8
PvP Astral Fire x1.2

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 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 Transpose can be used to more quickly switch phases.

Once Fire III 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 Firestarter trait, Fire will have a 40% to grant the Firestarter 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 Sharpcast will guarantee a Firestarter proc on the next Fire used, but it is generally preferable to use Sharpcast in conjunction with Thundercloud Thundercloud instead.

Fire will eventually be replaced as the Black Mage's main attacking spell by Fire IV 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 Night Wing, in between spellcasts.

Patch history[]

Version Changes
A Realm Reborn Added at 150 potency and 12% base MP cost.
Granted the Astral Fire Astral Fire status for 10s, or removed the Umbral Ice Umbral Ice status.
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.
PvP version
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 icon.
Fire icon.

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.

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