🔥 Tier Null / Unbound Fire Spells 🔥
#1. Immolation: The caster spews force pure heat and fire, scorching the area around them. A tier one caster may be able to set the area within 5 feet of them on fire and burn already flammable things. A tier twelve caster could melt an entire fortress.
Tier: Null (Unbound)
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#2. Kindle: The caster increases the intensity, size, and heat of any fire source this is casted on. A tier one caster may be able to turn a small, fading ember into a fire the size of a lighter flame. A tier twelve caster could make that same ember into a roaring fire big enough to burn down a whole kingdom.
Tier: Null (Unbound)
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#3. Extinguish: The caster extinguishes any targeted magical or man-made fire. This spell works much like Dispel, but specifically for fire, and the higher the tier this spell is casted at allows the caster to extinguish larger and larger fires. A tier one caster can extinguish a small flame. A tier 12 caster could extinguish a forest fire the size of a continent. For fire elementals, you must cast this spell at the tier they were summoned with to extinguish them.
Tier: Null (Unbound)
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
🔥 Tier 1 Fire Spells 🔥
#1. Firebolt: Slings a small bolt of fire towards a target.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the bolt of fire.
Casts Per Event: 12
Requires Concentration: No.
#2. Spark: Momentarily sparks small flames from the caster’s hand, primarily used to start small-scale fires.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the amount of sparks and allows for constant emission of sparks.
Casts Per Event: 12
Requires Concentration: No.
#3. Flickering Flame: Creates a small flame at the tip of the caster’s finger. This fire consumes no oxygen and cannot set other things ablaze, but emits a light a bit brighter than a candle and has a soothing warmth to it.
Tier: 1
Classification: ALTERATION
Maximize-able: Yes ; Causes the flame to become brighter and become warmer.
Casts Per Event: 12
Requires Concentration: Yes.
🔥 Tier 2 Fire Spells 🔥
#1. Flamethrower: Conjures a small stream of fire from the user’s hand.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; The stream becomes hotter and can reach +5m longer.
Casts Per Event: 11
Requires Concentration: No.
#2. Flare: Throws a very bright ball of fire that flies in one direction for 7 seconds, exploding upon impact with a surface or after the 7 seconds is up.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the flare to appear much brighter and last longer before detonation.
Casts Per Event: 11
Requires Concentration: Yes.
#3. Fiery Belch: Spews forth a small stream of fire from the user’s mouth.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; The stream becomes hotter and can reach +5m longer.
Casts Per Event: 11
Requires Concentration: No.
#4. Fire Arrow: Conjures a fast-moving fire projectile that homes in on targets and creates a small explosion on impact.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the darts to become bigger, hotter, and faster.
Casts Per Event: 11
Requires Concentration: No.
#5. Warmth: Causes the caster to become warmer, emit a dull orange light, and radiate heat around them, allowing for themselves to become a heat source similar to a campfire. This causes no harm to the caster, and is useful in cold conditions.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Causes the caster to radiate larger amounts of heat.
Casts Per Event: 11
Requires Concentration: Yes.
🔥 Tier 3 Fire Spells 🔥
#1. Summon Fire Familiar: Summons a fiery spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates a fiery aura that can harm those weak to fire. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes, and causes the fire to become blue fire.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Flame Armament: Imbues your weapon with fire magic for 15 minutes, coating your weapon in flames and allowing your weapon to deal fire damage. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes; Causes the flame to become blue fire and last for 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Roaring Sparks: Constantly emits large, violent flames from the caster’s hand that also create very small explosions.
Tier: 3
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: No.
#4. Conflagration: Coats the caster or an ally in warm, soothing flames that increases their resistance against frost magic and a minor resistance to fire magic. This resistance also extends to natural frost. However, this also exposes those around you to fire and can harm those weak to it.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes; Increases the intensity of the flames and further boosts resistance to frost magic.
Casts Per Event: 10
Requires Concentration: Yes.
#5. Smoldering Grasp: The caster’s hands ignite into red-hot fire that quickly singes and melts flesh, and can melt away weapons or armor if contact is sustained for long enough. The caster is unharmed by the fire on their hands.
Tier: 3
Classification: DESTRUCTION
Maximize-able: Yes; Causes the fire to become blue fire, allowing it to melt things more quickly.
Casts Per Event: 10
Requires Concentration: Yes.
🔥 Tier 4 Fire Spells 🔥
#1. Fireball: Conjures a moderately-sized ball of fire that erupts into a fiery explosion on impact.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes; Increases the size of the fire and the explosion.
Casts Per Event: 9
Requires Concentration: No.
#2. Fire Whip: Conjures a fiery whip that is able to wrap around foes and pull them in while also incinerating their flesh. The whip lasts for 15 minutes unless the caster dispels it.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes; Increases the whip’s size and length by double, causes the fire to become blue fire, and allows it to last for 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Incendiary Mist: Creates a black, smoky mist that can fully envelop an area 10m in size. This mist is riddled with red-hot embers that catch fire and burn anything caught in it. Also has the capability of suffocating those caught in it for too long, and breathing in the smoke burns your lungs. This mist lasts for 15 minutes unless the caster dispels it.
Tier: 4
Classification: CONJURATION
Maximize-able: Yes; Increases the size of the mist, and causes the embers to become blue fire embers.
Casts Per Event: 9
Requires Concentration: Yes.
🔥 Tier 5 Fire Spells 🔥
#1. Sun Disk: Hurls a large, spinning disc (3m in diameter) made of extremely hot fire at your target that explodes on contact. The summoned disk of fire is capable of arcing, similar to a frisbee, except it won’t come back to you.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes; Causes the disk to home in on targets, double in diameter, and create a larger explosion.
Casts Per Event: 8
Requires Concentration: No.
#2. Flamestrikes: Summons several large pillars of fire that are shot down from the sky and explode on impact with the ground.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes; Creates more pillars and causes the pillars and explosions to become larger.
Casts Per Event: 8
Requires Concentration: Yes.
#3. Floating Chaos: Conjures a large, levitating fireball that hurls smaller fireballs at targets. However, this fireball can be extinguished by using water. This ball lasts for 30 minutes unless dispelled or extinguished.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes; Causes the fireball to become larger, hurls out larger fireballs quickly, and allows it to last for an hour unless dispelled or extinguished.
Casts Per Event: 8
Requires Concentration: Yes.
#4. Flame Lance: Conjures a large fiery lance that launches towards your targets and bursts into a fiery explosion upon impact.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes; Causes the lance to become larger, and causes the fire to become blue fire.
Casts Per Event: 8
Requires Concentration: No.
#5. Flame Wisps: Conjures 5 floating balls of fire that follow the caster and home in on targets, exploding on impact. If there are no targets nearby, these balls of fire can last for up to 15 minutes beside the caster.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes; Causes the wisps to become larger, allows for up to 10 to be summoned at once, and causes the fire to become blue fire. Also extends the duration the wisps can stay if there are no targets around to 30 minutes.
Casts Per Event: 8
Requires Concentration: Yes.
🔥 Tier 6 Fire Spells 🔥
#1. Flame Geyser: Choose an area and cast this spell, and a massive pillar of fire will erupt from the ground on the chosen area.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes; Causes the pillar of fire to become larger, and causes the fire to become blue fire.
Casts Per Event: 7
Requires Concentration: Yes.
#2. Incineration: Conjures a large stream of blue fire from the caster’s hand that reaches several meters from the caster. It can melt through steel in less than a minute and begins to soften in less.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes; Causes the stream to become larger and reach +5m further.
Casts Per Event: 7
Requires Concentration: No.
#3. Great Fire Orb: Conjures a raging ball of extremely hot blue fire that erupts into a large fiery explosion on impact. It can melt through steel in less than a minute and begins to soften in less.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes; Increases the size of the fireball and the explosion.
Casts Per Event: 7
Requires Concentration: No.
#4. Spontaneous Combustion: Causes the target to burst into flames. This fire can be put out through normal means.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes; Causes the fire to become blue fire.
Casts Per Event: 7
Requires Concentration: Yes.
#5. Summon Fire Elemental: Summons a Fire Elemental to fight for you. These elementals are capable of casting fire spells Tier 6 or lower, but cannot summon other Fire Elementals, only Fire Familiars. Fire Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Fire Elementals are weak to water magic, and last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes; Causes the Elemental to only cast maximized versions of Tier 6 fire spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
🔥 Tier 7 Fire Spells 🔥
#1. Rain of Fire: Choose a targeted area, and ash black clouds will appear above that area for 15 minutes. These black clouds rain down fireballs that create small explosions on impact with any surface.
Tier: 7
Classification: DESTRUCTION
Maximize-able: Yes; Causes the explosions and fireballs to become larger, causes the fire to become blue fire, and extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Heatwaves: This spell, when cast, creates shockwaves of fire that emanate outwards from the caster. Upon contact with surfaces or anything living, these rings of fire cause small explosions on impact. Up to 3 shockwaves emit per cast.
Tier: 7
Classification: DESTRUCTION
Maximize-able: Yes; Causes the waves themselves and the emitted explosion to become larger, and allows for up to 5 shockwaves per cast.
Casts Per Event: 6
Requires Concentration: Yes.
#3. Dragon’s Breath: Conjures a stream of red-hot dragon fire from the caster’s mouth, a fire hotter than blue flame, that reaches several meters from the caster. It melts through steel in less than 30 seconds and almost instantaneously softens it.
Tier: 7
Classification: DESTRUCTION
Maximize-able: Yes; Causes the stream to become larger and reach +4m further.
Casts Per Event: 6
Requires Concentration: Yes.
#4. Phoenix’s Protection: Engulfs the caster or ally in soothing blue flames that greatly increases resistance to frost magic as well as increasing resistance to fire magic tier 7 or below. This resistance also extends to natural frost and natural flames. However, this also exposes those around you to blue fire, and greatly harms those around you that are weak to it. This resistance lasts for up to 15 minutes unless the caster dispels it.
Tier: 7
Classification: REINFORCEMENT
Maximize-able: Yes; Further increases resistances to frost and fire magic, and extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#5. Aspect of the Phoenix: Conjures spectral, fiery phoenix wings on the back of the caster, granting them the ability to fly at speeds of up to 50mph (22 meters per second) and allowing them to sweep the area with their wing(s) to send forth a wave of fire. In addition, this grants the caster fiery spectral birdlike claws on their hands and feet that can cut cleanly through metal and flesh alike with ease. These effects last for up to 15 seconds unless the caster dispels the spell.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes; Causes the fire to become blue fire, allowing the caster to cut through metal and flesh much easier. Also increases the flight speed to 70mph (31 meters per second) and extends the duration of the spell to 30 seconds.
Casts Per Event: 6
Requires Concentration: Yes.
🔥 Tier 8 Fire Spells 🔥
#1. Flames of Rebirth: Upon casting this spell, the caster glows a brilliant, bright orange-ish red, and is engulfed in red-hot flames that radiate a deadly heat. In addition to this, all fire-based attacks and fire spells cast are enhanced and deal much more damage. These effects last for 15 minutes, and after this time period will go away. However, if the caster is killed within this time frame, they explode in a fiery explosion that renders anything within 5m of the caster into ash. The caster is then resurrected and rises from the ashes, just like the mighty phoenix. However, this spell is weighty, and can only be cast once every three days.
Tier: 8
Classification: ALTERATION + RESTORATION
Maximize-able: Yes; Allows for the effects to last for 30 minutes instead of 15, causes the fire to become blue fire, and amplifies all spells cast during this period of time are maximized. Extends the cooldown of the spell to a week instead of three days.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Sunbeam: Emits an extremely powerful ray of pure fire magic that melts anything caught in its wake, depending on the size. Capable of being made bigger or smaller; making this beam smaller concentrates it and causes it to melt through anything almost instantly, while making this beam larger allows for it to affect a wider area, but melts through things only a bit slower.
Tier: 8
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the fire to become blue fire.
Casts Per Event: 5
Requires Concentration: Yes.
🔥 Tier 9 Fire Spells 🔥
#1. Whorl of Fire: Conjures a large, fiery tornado lasting for 15 minutes that burns any and all who are caught within it. Prolonged exposure inside of the tornado will quickly melt away armor, weapons and flesh alike. If there is a normal tornado in the area and this spell is cast, it will become a fire tornado and the effects of this spell will be amplified.
Tier: 9
Classification: DESTRUCTION
Maximize-able: Yes; Causes the tornado to become twice as large, twice as hot, and last twice as long.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Summon Greater Fire Elemental: Summons a fearsome, blazing Greater Fire Elemental to fight for you. These elementals are capable of casting fire spells Tier 9 or lower, but cannot summon other Greater Fire Elementals. Greater Fire Elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater Fire Elementals are weak to water magic, and last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes; Causes the Elemental to only cast maximized versions of Tier 9 fire spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
🔥 Tier 10 Fire Spells 🔥
#1. Black Flame: Conjures a large ball of black fire from the caster’s hand that erupts into a large fiery explosion on impact with a target. Hot enough to the degree that it burns the photons around it, this fireball is capable of completely disintegrating any and all who are caught in the explosion.
Tier: 10
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the fireball and explosion to become larger.
Casts Per Event: 3
Requires Concentration: No.
🔥 Tier 11 Fire Spells 🔥
#1. Blackflame Blade: Imbues your weapon with blackflame, a fire hot enough to the degree that it burns the photons around it, for 5 minutes. Can't be used with other spells that imbue your weapon with an effect.
Tier: 11
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 2
Requires Concentration: Yes.
#2. Magmor’s Wrath: Conjures a large stream of blackflame from the caster’s hand, the hottest fire known in Cynderin. Hot enough to the degree that it burns the photons around it, this stream of fire is capable of melting through all armor, as well as materials such as stone, like butter. When used on direct flesh, not even ashes will remain.
Tier: 11
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the stream to become larger and reach +3m further.
Casts Per Event: 2
Requires Concentration: No.
🔥 Tier 12 Fire Spells 🔥
#1. Solar Flare: The caster creates a ball of plasma that levitates higher and higher into the air, gradually growing in size for 20 seconds, finally growing to 35m in diameter. After it has finished growing, the ball explodes in a massive 200m explosion that incinerates almost anything caught in the blast. Once the explosion has occurred, large fireballs rain down the sky for a period of about 3 minutes, causing further devastation.
Tier: 12
Classification: DESTRUCTION
Maximize-able: Yes ; Turns the fire into Blackflame.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Summon Icon of Magmor: Summons the most powerful Fire Elemental, an Icon of Magmor. This elemental is capable of casting every fire spell and can even summon other Fire Elementals, but it cannot summon another Icon. This elemental is weak only to the strongest water spells, and exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Magmor lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all fire spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.