Death is Only the Beginning
- —Online Description
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.
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.
Invite the enemy near, and then cast them out.
- —Online Description
Thaumaturges are powerful spellcasters who use spells from the three primary elements fire, ice and lightning to deal major damage to their opponents. Their Intelligence and Piety are high but suffer from low HP and defense. They are considered ranged DPS for the the purpose of party roles.
Thaumaturges can augment their spells further by utilizing 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 on the other hand accelerates MP recovery. Both status effects halves the MP cost and potency of spells of the opposing element, but casting these spells will also remove 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 when to switch between Umbral Ice and Astral Fire.
In their original design, Thaumaturges were debuff specialists with access to Light and Dark-elemental offensive spells. After patch 1.20, the Thaumaturge was changed to an offensive mage, specializing on fire, ice and lightning magic. The Arcanist discipline has essentially replaced the Thaumaturge's role in debuffing, although Thaumaturges do retain the ability to inflict Sleep.
The Thaumaturge class is defined by wielding one-handed scepters or two-handed staves. At endgame, the available weapons are overwhelmingly two-handed staves, while scepters are relatively scarce (the strongest as of 2.5 being the Allagan Scepter at item level 95).
In terms of late game armor and accessories, Thaumaturges and Black Mages share "Casting" gear with Arcanists and Summoner.
All spells cost MP to cast unless stated otherwise, however, the MP cost varies depending on the level and class of the Adventurer, the spell in question, and whether or not the adventurer has the Astral Fire or Umbral Ice buff.
|Ability||Level||Type||Cast||Recast||Range||Radius||Class (Job) Affinity|
|Deals ice damage with a potency of 170 and inflicts Heavy +40% for 20 seconds. Grants Umbral Ice for 10 seconds or removes Astral Fire.|
|Deals fire damage with a potency of 170. Grants Astral Fire for 10 seconds or removes Umbral Ice.|
|Swaps Astral Fire with a single Umbral Ice, or Umbral Ice with a single Astral Fire.|
|Deals lightning damage with a potency of 30, and lightning damage over time with a potency of 35 for 18 seconds.|
|Surecast||8||Ability||Instant||30.00s||0y||0y||GLA, PGL, MRD, LNC, ARC, CNJ (WHM), THM (BLM), ACN (SMN, SCH)|
|The next spell cast within 10 seconds may be cast without interruption.|
|Puts target to sleep for 30 seconds. Cancels auto-attack upon execution.|
|Blizzard II||12||Spell||2.00s||2.50s||0y||5y||THM (BLM), CNJ (WHM), ACN, SMN(As of 2.1)|
|Deals ice damage with a potency of 50 and inflicts Bind for 4 seconds to all opponents within radius. Grants Umbral Ice for 10 seconds or removes Astral Fire.|
|Deals unaspected damage with a potency of 100.|
|Fire II||18||Spell||3.00s||2.50s||25y||5y||THM (BLM)|
|Deals fire damage with a potency of 100 to target and nearby opponents within radius. Grants Astral Fire for 10 seconds or removes Umbral Ice.|
|Thunder II||22||Spell||3.00s||2.50s||25y||0y||THM (BLM)|
|Deals lightning damage with a potency of 50, and lightning damage over time with a potency of 35 for 21 seconds.|
|Swiftcast||26||Ability||Instant||60.00s||0y||0y||GLA, PGL, MRD, LNC, ARC, CNJ (WHM), THM (BLM), ACN (SMN, SCH)|
|The next spell cast within the next 10 seconds is cast immediately.|
|Creates a barrier that nullifies magic damage totaling up to 15% of maximum HP.|
|Fire III||34||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals fire damage with a potency of 240. Removes Umbral Ice and grants a full stack of Astral Fire for 10 seconds.|
|Blizzard III||38||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals ice damage with a potency of 240. Removes Astral Fire and grants a full stack of Umbral Ice for 10 seconds.|
|Inflicts Slow +20% and Heavy +20% on opponent for 12 seconds.|
|Thunder III||46||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals lightning damage with a potency of 60, and lightning damage over time with a potency of 35 for 24 seconds.|
|Aetherial Manipulation||50||Ability||Instant||30.00s||25y||0y||THM (BLM)|
|Rush to a target party member's side. Unable to cast if bound.|
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.
The Black Mage Soul Crystal can be obtained by completing the quest "Taking the Black" that becomes available when the adventurer reaches Thaumaturge level 30 and Archer level 15; it further enhances the Thaumaturge offensive magic abilities, but only allow the use of Archer and Arcanist cross class skills.
Every Black Mage ability can be used only after completing specific quests.
|Ability||MP Cost||Type||Cast / Recast / Duration||Combo|
|Convert||None||Enhancing||Instant / 180 sec /—||—|
|Sacrifices 20% of maximum HP to restore 30% of MP. Cannot be used when current HP is lower than 20%.|
|Freeze||Varies||Damage||3 sec / 2.44 sec /15 Sec||—|
|Covers a designated area in ice, dealing ice damage with a potency of 100 and binding enemies that enter.|
|Apocatastasis||None||Enhancing||Instant / 120 sec / 12 sec||—|
|Increases a Disciple of War or Magic party member's resistance to magic damage by 20%. Cannot be cast on self.|
|Manawall||Varies||Enhancing||Instant / 120 sec / 20 sec||—|
|Creates a barrier that nullifies two physical attacks.|
|Flare||All||Damage||3.90 sec / 2.44 sec /—||—|
|Deals fire damage with a potency of 260 to a target and enemies near it. Grants Astral Fire III or removes Umbral Ice.|
Black Mage appears in Final Fantasy Trading Card Game with a Thunder-elemental card.
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.
- During one scene in the Black Mage quest line, as two Black Mages approach the adventurer their eyes flash yellow, mimicking the traditional glowing-eyed look in earlier games.