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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 Thaumaturge (呪術士, Jujutsu Shi?) is a Disciple of Magic in Final Fantasy XIV, introduced in the original release. It may be upgraded to the Black Mage job using the Soul Crystal obtained from the quest Taking the Black after Thaumaturge reaches level 30 and Archer is level 15.
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.
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 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 halve 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 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.
Black Mage further enhances the Thaumaturge offensive magic abilities. Aesthetically, Black Mages appear similar to Black Mages throughout the series.
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). One-handed scepters have been phased out in Heavensward.
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 potency of 180.|
Additional Effect: Heavy +40% for 20s
Additional Effect: Grants Umbral Ice for 12s or removes Astral Fire.
|Deals fire damage with potency of 180.|
Additional Effect: Grants Astral Fire for 12s or removes Umbral Ice.
|Swaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.|
|Deals lightning damage with potency of 30.|
Additional Effect: Lightning damage over time with a potency of 40 for 18s (combined total potency of 270, 480 when Thunderstruck).
|Surecast||8||Ability||Instant||30.00s||0y||0y||GLA, PGL, MRD, LNC, ARC, CNJ (WHM), THM (BLM), ACN (SMN, SCH)|
|Next spell is cast without interruption.|
Buff duration: 10s.
|Puts target to sleep for 30s.|
Cancels auto-attack upon execution.
|Blizzard II||12||Spell||2.00s||2.50s||0y||5y||THM (BLM), CNJ (WHM), ACN, SMN|
|Deals ice damage with a potency of 50 to all nearby enemies.|
Additional Effect: Bind for 8s
Additional Effect: Grants Umbral Ice II for 12s or removes Astral Fire.
|Scathe||15Must complete the quest Threat of Superiority||Spell||Instant||2.50s||25y||0y||THM (BLM)|
|Deals elementally neutral 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 enemies near it.|
Additional Effect: Grants Astral Fire II for 12s or removes Umbral Ice.
|Thunder II||22||Spell||3.00s||2.50s||25y||0y||THM (BLM)|
|Deals lightning damage with potency of 50.|
Additional Effect: Lightning damage over time with a potency of 40 for 21s (combined total potency of 330, 590 when Thunderstruck).
|Swiftcast||26||Ability||Instant||60.00s||0y||0y||GLA, PGL, MRD, LNC, ARC, CNJ (WHM), THM (BLM), ACN (SMN, SCH)|
|Next spell is cast immediately.|
Buff duration: 10s.
|Manaward||30Must complete the quest Facing Your Demons||Ability||Instant||120s||0y||0y||THM (BLM)|
|Creates a barrier that nullifies magic damage totaling up to 15% of maximum HP.|
|Convert||30Complete the quest Taking the Black||Ability||Instant||180s||0y||0y||BLM|
|Creates a barrier that nullifies magic damage totaling up to 30% of maximum HP for 20s.|
|Fire III||34||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals fire damage with a potency of 240.|
Additional Effect: Grants Astral Fire III for 12s and removes Umbral Ice.
|Freeze||35Complete the quest You'll Never Go Back||Spell||3.50s||2.50s||25y||5y||BLM|
|Covers a designated area in ice, dealing ice damage with a potency of 100 and binding enemies that enter for 15s.|
Additional Effect: Grants Umbral Ice for 12s or removes Astral Fire.
|Blizzard III||38||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals ice damage with potency of 240.|
Additional Effect: Grants Umbral Ice III for 12s and removes Astral Fire.
|Apocatastasis||40Complete the quest International Relations||Ability||Instant||180s||30y||0y||BLM|
|Reduces a party member's magic vulnerability by 20% for 12s.|
Cannot be reused on an individual for 60s from when the effect wears off.
Cannot be cast on self.
|Inflict target with Slow and Heavy +20% for 12s.|
|Manawall||45Complete the quest The Voidgate Breathes Gloomy||Spell||Instant||120s||0y||0y||BLM|
|Creates a barrier that nullifies physical damage up to 20% of maximum HP.|
|Thunder III||46||Spell||3.50s||2.50s||25y||0y||THM (BLM)|
|Deals lightning damage with potency of 70.|
Additional Effect: Lightning damage over time with a potency of 40 for 24s (combined total potency of 390, 680 when Thunderstruck).
|Aetherial Manipulation||50||Ability||Instant||30.00s||25y||0y||THM (BLM)|
|Rush to a target party member's side|
Unable to cast if bound.
|Flare||50Complete the quest Always Bet on Black||Spell||4.00s||2.50s||25y||9y||BLM|
|Deals fire damage with a potency of 260. Nearby enemies take an additive 10% less damage after each target hit up to 50% reduced|
|Ley Lines||52Complete the quest An Unexpected Journey||Ability||Instant||90s||0y||7y||BLM|
|Connects naturally occurring ley lines to create a circle of power which, while standing within it, increases attack speed by 15%.|
Circle fades upon leaving it.The tooltip is incorrect, in reality, the circle does not fade upon leaving it
|Sharpcast||54Complete the quest A Cunning Plan||Ability||Instant||60s||0y||0y||BLM|
|Ensures that the next Scathe, Fire, or Thunder spell cast will trigger all additional effects of the respective spell.|
|Enochian||56Complete the quest Black Squawk Down||Ability||Instant||60s||0y||0y||BLM|
|Increases magic damage dealt by 5%.|
Also allows the casting of Blizzard IV and Fire IV.
Reusing while still under its effect will reset the timer to 30 seconds.
|Blizzard IV||58Complete the quest Destruction in the Name of Justice||Spell||3s||2.5s||25y||0y||BLM|
|Deals ice damage with a potency of 280.|
Can only be executed while under the effects of both Enochian and Umbral Ice.
Additional Effect: Enochian
|Fire IV||60Complete the quest The Defiant Ones||Spell||3s||2.5s||25y||0y||BLM|
|Deals fire damage with a potency of 280.|
Can only be executed while under the effects of both Enochian and Astral Fire.
Black Mage appears in Final Fantasy Trading Card Game with a Thunder-elemental card.
- Abilities (1.0)
- Abilities (2.0)
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.
- 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.
- Golbez's fighting style in Dissidia Final Fantasy and Dissidia 012 Final Fantasy is Thaumaturge.