Beginner Spells (T0)
Fire magic is freeform at T0. This means you can do anything similar to the spells listed below, passively.
Guiding Light - The caster can summon a small, harmless sprite of flame to travel with its master. Its light is comparable to a torch and can be commanded to move 5 feet in front of the user to shine the way ahead in the darkness. The sprite can also be commanded to light up nearby unlit torches, pyres and campfires as well.
Heat Sphere - A thin sphere of heat utilised to warm up a maximum of three people (including the caster) in freezing environments. Although it cannot deter the combative work of other Spellcasters.
Flicker - The caster can flick a small sprite of fire toward their opponent from up to 5 feet, providing only a brief burning sensation and red mark on open flesh.
Bellows - A fire spellcaster is capable of adding heat, intensity, and fuel via their mana to an existing fire, prolonging its lifetime. This is a spell commonly used to keep hearths lit and to keep the forge hot.
Crackle - As the name implies, the caster can make a brief “pop” noise through the manipulation of a small flame, although this flame must be pre-existing and will undoubtedly go out after the usage of this spell. This spell is harmless, but will provide a sound distraction to a foe.
Novice Spells (T1)
Flame Burst - The Caster shoots a short burst of fire at their target, potentially setting them aflame. This is only effective against weak armour, however, such as leather.
The range is 20 feet, and it will cause second-degree burns.
Flame Snap - Sparking flame in one’s fingertips, they can snap their finger in the eyes of foes to ignite the fire together to blind them temporarily. Giving way for escape or an opening to attack. (Blind for 1 turn)
Trainer - Mostly utilised for party tricks and theatrics. The caster can manipulate flames to resemble various animals, with the most common being a bird. This passive spell can backfire if an individual runs into the fire during manipulation.
Extinguish - A simple yet necessary fire spell that focuses on putting out fires instead of starting them. It can be conjured with more mana to snuff out larger fires, though it can’t extinguish flames that another fire spellcaster is actively controlling (for example, a fire wall).
Smoke - The caster can bring out the smoke from a flame, puffing it out (and putting out the fire simultaneously) to create a brief, foggy distraction 5x5. This will last a turn, and the fire must be directly beside them.
Meld - If it works, it works. Meld is a spell that is used by steadily & slowly dragging one’s finger along cracks in armor or on a weapon whilst a massive amount of concentrated heat is exerted through the digit - leaving the fracture in the metal item “welded” shut, albeit shoddily. It is generally used by those who cannot afford the price of a good smithy.
Intermediate Spells (T2)
Fireball - The caster sends out a ball of fire towards a target location. On impact, the ball of flame expands outward rapidly in an explosive force (10x10 ft), burning and forcing people/objects away from its core. It has a range of 25 feet.
Propulsion - The caster can create a stream of fire beneath themselves, propelling themselves for a brief moment, utilising it as a dash to get away from an incoming attack quickly or to jump to reach a ledge out of their grasp. Chaining this spell, however, is impossible. The distance covered by this is roughly 10 feet.
Flame Imbue - By coating their weapon of choice in flame, be it a sword, a bow, or even their own hands, the caster is capable of adding burning damage. They are immune to the heat of flame imbue, but the same can’t be said for their allies.
Firewalking - Only valid when on any stone surface–the caster heats the ground of a 10x10 ft area, making it particularly painful for those who happen to be barefoot or toppled down. Flesh meeting contact with this spell would be the equivalent of making contact with hot coals.
After casting, this will last for about 15 turns before cooling down, unless interjected by some Spellcaster.
Flame Shield - As implied, the caster makes an individual barrier in front of themselves. It is made entirely out of flames, and is about 10x10 ft. The barrier is effective at warding off incoming flame, water and nature spells. Other elements or Generic magic pass right through.
Firestroke - The caster sends an instant beam of fire towards their opponent, striking them with blunt force that can send them to the ground, and leaving nasty burns in its wake. Its range is much shorter than most other spells, at only 20 feet.
Expert Spells (T3)
Fire Pellets - Typically done at a distance, the caster creates an assortment of small, circular-shaped flames that fall from above. Although miniature, these can ignite whatever they come into contact with, causing second-degree burns. (20x20 ft). Additionally, this rain of pellets will last for three (3) turns.
Flame Barrier - The caster creates a circular, flaming barrier around a chosen area. The sphere stops opponents from either entering or exiting the area without extreme risk of being set on fire or suffering from second-degree burns. (10x10 ft).
Overheat - If the opponents are indoors, the spellcaster can heat the exterior of a building uncomfortably into the room, causing their opponents to overheat and feel exhausted and likely pass out if they do not escape from the area. (20x20 ft) However, this does affect the caster if they are inside.
Smokescreen - The spellcaster conjures a thin circle of smoke around themself, obscuring the surrounding area in the smoke that follows. Once inside the smoke, everyone (including the caster) has a sight range of around three feet in front of them, making small ranged attacks ineffective (30x30 ft). Breathing in the smoke makes it harder to breathe; the caster is unaffected by it.
Firework - A spell disguised as entertainment, but resulting in havoc for both those caught and the environment. Lines of fire are sent into the sky, before loudly popping and crashing downward onto the battlefield below (10x10 ft). Those struck by this will have second-degree burns and risk being set aflame.
Master Spells (T4)
Bale Fire - Conjuring continuous flames from the caster's catalyst. The spewing flames are capable of inflicting third-degree burns. It is capable of being retained for two turns continuously.
Whip - The caster wraps a lash of fire around their wrist and lengthens it to 15 feet. They are capable of active manipulation of such a whip, allowing for more flexible combative capability. Capable of inflicting second-degree burns and ignition upon impact with opponents, capable of raising wounded regions to 3rd degree within three strikes.
This whip will last for five turns.
Fire Wall - The caster shoots a line of flame into the ground, quickly after it shoots up a wall of fire. The flames can reach about 14 feet tall and 2-4 feet wide. The line is only able to reach a length of 30 feet before stopping abruptly.
Flame Geyser - Striking their catalyst or hand upon the ground causes a stream of fire to race across the ground to a singular target. Upon reaching its target, the flames erupt vertically 10ft, intending to engulf in a vicious blaze. The geyser lasts for at least 2 turns, inflicting third-degree burns.
Burning Ensemble - The caster sets their own body alight in fire that will not burn them, but will burn anyone else that comes into contact.
Lower-level water and fire spells will find themselves far less effective against the spellcaster as long as it is kept up, and the spellcaster is entirely immune to natural fire while under its effects. This will last for 5 turns, and they cannot cast anything else simultaneously.
Archon Spells (T5)
Inferno - The caster sends out rays of flame in every direction within a 50x50 sphere. Those caught within this devastating attack will suffer from second-degree burns, and also be set aflame.