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. Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses.
Thaumaturges are mages specialized in dark magic. Their affinity with dark arts allow them to cast strong spells to inflict damage either on an opponent or a group of enemies. Using destructive spells also drains their magical endurance, and to maintain stability they have to shift between fire and ice.
The Thaumaturge's Guild is in Ul'dah - Steps of Nald. If you choose thaumaturge as your first class, you will start off in the city of Ul'dah. At level 30, thaumaturges may specialize into black mage.
The thaumaturge is a disciple of magic and wears cloth armor. They use scepters and staves as weapons, as well as wooden shields as defense. The following crafting classes can create items that are useful to the thaumaturge:
- Carpenter — Wooden shields.
- Weaver — Cloth armor.
- Goldsmith — Staves, scepters, earrings, bracelets, necklaces and rings.
|Way of the Thaumaturge||1||Yayake|
|My First Scepter||1||Cocobuki|
|The Threat of Intimacy||5||Cocobuki|
|The Threat of Paucity||10||Cocobuki|
|The Threat of Superiority||15||Cocobuki||Scathe|
|The Threat of Perplexity||20||Cocobuki|
|The Hidden Chapter||25||Cocobuki|
|Facing Your Demons||30||Cocobuki||Manaward|
|Blizzard||THM||1||Spell||400||2.5s||2.5s||Deals ice damage with a potency of 180.|
|Fire||THM||2||Spell||800||2.5s||2.5s||Deals fire damage with a potency of 180.|
|Transpose||THM||4||Ability||Instant||5s||Swaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.|
|Thunder||THM||6||Spell||200||2.5s||2.5s||Deals lightning damage with a potency of 30.|
|Sleep||THM||10||Spell||800||2.5s||2.5s||Puts target and all nearby enemies to sleep.|
|Blizzard II||THM||12||Spell||800||2s||2.5s||Deals ice damage with a potency of 50 to all nearby enemies.|
|Scathe||THM||1||15||Spell||800||Instant||2.5s||Deals unaspected damage with a potency of 100.|
|Fire II||THM||18||Spell||1,500||3s||2.5s||Deals fire damage with a potency of 80 to target and all enemies nearby it.|
|Thunder II||THM||26||Spell||400||3s||2.5s||Deals lightning damage with a potency of 30 to target and all enemies nearby it.|
|Manaward||THM||1||30||Ability||Instant||120s||Creates a barrier that nullifies damage totaling up to 30% of maximum HP.|
|Fire III||THM||34||Spell||2,000||3.5s||2.5s||Deals fire damage with a potency of 240.|
|Aetherial Manipulation||THM||50||Ability||Instant||10s|| Rush to a target party member's side.|
Unable to cast if bound.
Magic Ranged DPS actions
|Addle||Magic Ranged DPS||8||Ability||Instant||90s||Lowers target's intelligence and mind by 10%.|
|Swiftcast|| Magic Ranged DPS
|18||Ability||Instant||60s||Next spell is cast immediately.|
|Lucid Dreaming|| Magic Ranged DPS
|24||Ability||Instant||60s||Gradually restores own MP.|
|Surecast|| Magic Ranged DPS
|44||Ability||Instant||120s||Spells can be cast without interruption.|
|Magick and Mend||THM||20||Increases base action damage and HP restoration by 10% and allows for the stacking of a second Astral Fire or Umbral Ice.|
|Thundercloud||THM||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.|
|Magick and Mend II||THM||40||Increases base action damage and HP restoration by 30% and allows for the stacking of a third Astral Fire or Umbral Ice which reduces cast times for spells of the opposite element by half.|
|Firestarter||THM||42||Grants a 40% chance that after casting Fire, your next Fire III will require no MP and have no casting time.|
Core mechanicsMP cost at a bearable level they cycle between fire and ice.
- Fire - Deals fire damage with a potency of 180.
- Transpose - Swaps Astral Fire with a single Umbral Ice or Umbral Ice with a single Astral Fire.
- Manaward - Creates a barrier that nullifies damage totaling up to 30% of maximum HP.
Thaumaturges have Astral Fire and Umbral Ice – specific effects attained upon using fire and ice spells, respectively. Each charge of Astral Fire increases MP cost for the next fire spell, while Umbral Ice increases MP regeneration. In order to maintain a low MP cost to use fire spells thaumaturges are required to use spells from the opposite element; using fire spells remove Umbral Ice stacks if there are any, or build Astral Fire if there's no effect active, using ice spells work the other way around. Transpose is a key ability to balance between both elements.
- Thaumaturge on the official website.