

Fire magic focuses on generating, controlling, and shaping heat, flame, and combustion through the caster’s mana. It is one of the most energy-intensive elements, relying on steady concentration and internal mana flow.
A fire mage channels magic primarily through emotion and intent—passion, determination, and willpower all strengthen their output. Because of this, emotional instability or loss of focus can cause fire spells to flare out of control.
Fire
Summary

Charge
Also known as: Electricity or Lesser Lightning
Affinity: Light (Both?)
Secondary: Air
Recommended Level: Student
Using elecricity in a controlled manner requires focus and very careful maneuvring. If the charge is underestimated, it quickly devolves into a lightning spell instead. The difference between the lightning spell and the charge spell is the level of control the mage exhibits over the spell's power. To build up electrical charge with a combination of air and fire magic without letting it become too strong and thus dangerous requires the mage to carefully control their mana input into the spell. Generally it is easier to use than a full on lightning, as not as much electrical charge needs to be built up.
Common uses:
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B
Notable drawbacks:
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R
Explosion
Also known as: Advanced Ignition or Combustion
Affinity: Darkness
Recommended Level: Arcanist
A darkness-aligned, advanced version of the ignition spell. By applying dark-aspected mana, the caster destabilises the ignition point so violently that the resulting reaction becomes an explosion rather than an ordinary flame.
The spell does not necessarily require pre-existing explosive matter. For conventional combustion, it requires either a sufficiently volatile target or an enclosed space in which pressure can build. Powders, gases, oils, dust, and tightly confined fuel respond especially well. Less volatile materials may still erupt if enough mana is forced into them, though doing so is considerably more difficult and dangerous.
The strength of the explosion depends on the fuel, the amount of mana applied, and the degree of confinement. A small casting may burst a locked door or shatter a container, while a larger one can demolish walls or scatter burning debris across a wide area.
Common uses:
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Breaching locked doors, barriers, or collapsed passages
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Demolishing unstable structures or obstacles
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Detonating volatile substances from a distance
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Creating controlled blasts in mining, excavation, or construction
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Fireworks
Notable drawbacks:
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Requires combustible or volatile material unless cast in its conjuring configuration
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Large mana input needed in the conjuring configuration of the spell
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Poor control may result in a far larger blast than intended
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Often ignites nearby surroundings in addition to the target
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Dangerous in enclosed spaces, where pressure and heat may rebound toward the caster
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Highly unstable in strong wind, rain, or other adverse conditions
Fire Shot
Also known as: Fireball
Affinity: None
Recommended Level: Student
A fire conjuration spell that forms a compact sphere of magical fire and launches it towards a target. The projectile remains bound by the caster's mana until impact or until the invested mana dissipates naturally. Upon striking a surface, the flames spread to any combustible material within reach.
The projectile's size, speed, and intensity depend on the caster's mana reserves and control. Skilled mages may conjure and launch multiple projectiles simultaneously, though each additional projectile increases mana expenditure and demands greater precision.
The spell performs best in dry conditions where combustible materials ignite readily. Rain, high humidity, or strong winds reduce the projectile's stability, limiting both its range and effectiveness.
Because the projectile exists independently after being cast, Fire Shot can be imbued as an enchantment. Enchanted versions require a suitable trigger and sufficient stored mana to conjure and launch the projectile upon activation.
Common uses:
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Ranged combat
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Igniting combustible materials from a distance
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Clearing light vegetation or obstacles
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Signalling over long distances
Notable drawbacks:
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Rain, strong winds, or high humidity reduce stability and effective range
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Ineffective against fire-resistant or non-combustible targets
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Larger or multiple projectiles require proportionally greater mana
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Fires caused by the spell continue burning naturally and must be extinguished separately
Ignition
Also known as: Kindling or Spark
Affinity: None
Recommended Level: Novice
One of the most basic fire spells, used to start a real, non-magical fire. The spell does not create or sustain a flame. Instead, it briefly applies enough fire-aspected mana to raise a target's temperature past its ignition point, after which the fire persists independently.
Because the resulting fire is not fed by mana, it remains burning even after the caster stops channeling. From that point on, the fire behaves like any ordinary flame and depends on fuel and environment rather than magic.
Because the spell only acts at the moment of ignition, its mana cost is low compared to sustained fire spells. However, it demands precision: insufficient energy results in heat without flame, while excess energy may cause an uncontrolled flare or explosive ignition.
The spell cannot produce fire without a viable fuel. Damp, inert, or fire-resistant materials resist the spell entirely. Environmental conditions such as humidity, pressure, and airflow strongly influence success.
Common uses: to ignite torches, hearths, lamps, kilns, or other prepared fire sources.
Notable drawbacks:
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Requires combustible material or suitable conditions; cannot ignite inert or saturated targets
- Risk of unintended spread if the environment is not contained
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Resistant or treated materials may fail to ignite
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Fire persists after casting and must be extinguished separately
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Precise targeting is required to avoid accidental ignition of nearby materials
Lightning
Also known as: Skyfire
Affinity: Light (Both?)
Secondary: Air
Recommended Level: Arcanist
A hybrid fire and air spell that generates and releases a concentrated bolt of lightning. By rapidly building electrical charge through the interaction of fire-aspected energy and air-aspected pressure, the caster creates a sudden discharge that travels toward a chosen target. The resulting strike combines extreme heat, intense light, and a violent burst of electrical force.
The spell requires the caster to compress and destabilise the surrounding air while simultaneously feeding energy into the forming charge. Once the potential difference becomes great enough, the stored energy releases in a single arc of lightning. Because the discharge follows the easiest conductive path, careful targeting and timing are essential.
Lightning manifests almost instantly once released, making it difficult to evade. However, forming the charge requires precise control and a brief buildup period. A disrupted concentration during this stage may cause the energy to dissipate harmlessly—or discharge prematurely.
Environmental conditions strongly influence the spell’s behaviour. Moist air, storms, and conductive surroundings make it easier to form and guide the strike, while dry, still air may reduce its effectiveness.
Common uses: to strike distant targets with concentrated electrical force, disrupt opponents, or channel destructive energy into a precise point.
Notable drawbacks:
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Requires careful buildup before discharge
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Highly sensitive to concentration and timing
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May follow unintended conductive paths
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Less effective in dry or electrically stable environments
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Risk of premature discharge if control falters
Spell Name
Also known as: alternate name
Affinity: Both/None
Secondary: -
Recommended Level: h
text
Common uses: h
Notable drawbacks:
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h
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Light-based spells:
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h
Darkness-based spells:
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h