Of all the elemental traditions, Fire magic holds the most appeal to those who would harness one of the fundamental forces of nature and use it for destructive ends.

A tradition infamous for its ruinous power, Fire magic ignites flames and grants total mastery over their shape and form. Wherever users of Fire magic go, they leave ashes and cinders in their wake.

Most users come by the secrets of Fire magic by learning the words of power from a genie. Such words might be picked out from the crackle of a flame or the roar of an inferno, or written in tongues of fire as they waver and dance. Other adherents, especially those coming to magic from formal institutions, might learn the essentials of the tradition from books and scrolls. A rare few display an innate ability to master fire, possibly as a result of some latent psychic talent.

Fire Spells In Underwater Environments

As one might expect, fire spells have limited effectiveness when used on targets under water or, if the caster is able to speak while underwater, when cast in such environments. The flames might cause water to steam or even boil, but unless the fire created has a persistent effect, targets immersed in liquid take half damage from Fire spells.

Choking Smoke

Fire Utility Level 0

Area A 3-yard-long cone originating from a point you can reach

Duration 1 minute


A roiling cloud of smoke spews from your fingertip and spreads through the area. The smoke heavily obscures the area for the duration or until it is dispersed by winds. Each living and breathing creature in the area when the smoke appears or that enters the smoke must get a success on a Strength challenge roll with 1 boon or become fatigued for as long as it remains in area and for 1 round thereafter.

Control Flame

Fire Utility Level 0

Target One Size 1 or smaller flammable object within short range


MThe target catches fire or you extinguish the flame if it’s already burning.

Flame Missile

Fire Attack Level 0

Target One creature or object within long range


You loose a fiery missile at the target. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.

Attack Roll 20+ The target takes 1d6 extra damage.

Manipulate Flame

Fire Utility Level 0

Target One Size 1/2 or smaller flame within medium range

Duration 1 hour


When you cast this spell, choose one of the following effects, which lasts for the duration:

  • You double the range of illumination created by the flame.
  • You halve the range of illumination created by the flame.
  • You cause the flame to assume a particular shape. You can alter the shape of the flame as a minor activity (Shadow, page 50) provided you are within range of it.
  • You cause the flame to fly toward you and land on your fingertip, where it sheds the same amount of light as it did before. You can use a triggered action on your turn to end the spell and send the flame to a flammable object within short range, which catches on fire and burns until extinguished.

Triggered On your turn, you can use a triggered action to cast this spell.

Sacrifice When you would take damage from fire or heat, you can use a triggered action and expend a casting of this spell to take half the damage.

Blazing Columns

Fire Attack Level 1

Target Up to four 1-yard-square spaces on the ground within medium range

Duration 1 minute; see the effect


A 2-yard-tall column of flame appears at each target and fills its square. The flames burn for the duration or until they are extinguished, and they emit light out to a range of 10 yards. The flames deal 1d6 damage to creatures and objects in their area when they appear and at the end of each round until the spell ends. A creature in the area can make an Agility challenge roll; on a success, it takes half the damage and moves 1 yard out of the area.

Fire Blast

Fire Attack Level 1

Area A cone, 3 yards long, originating from a point you can reach


Flames rush out from your hand, dealing 3d6 damage to everything in the area. Each creature in the area takes half the damage with a success on an Agility challenge roll.

Flame Ward

Fire Utility Level 1

Target One creature you can reach

Duration 1 hour


You touch the target. For the duration, it takes half damage from fire.

Flames of Passion

Fire Utility Level 1

Target Up to three creatures you can reach

Duration 1 minute


You touch each target to imbue it with the fi re of your faith. For the duration, each target sheds light in a 5-yard radius and makes attack rolls and challenge rolls with 1 boon.

Meteor

Fire Attack Level 1

Target A point in space within medium range


You hurl a fiery stone. When it reaches the target, or if it encounters a solid creature or object before then, it explodes. Flames spread through a 1-yard-radius sphere centered on the target or on a point in the creature’s or object’s space, dealing 2d6 + 2 damage to everything in the area. Each creature in the area takes half the damage with a success on an Agility challenge roll.

Sword of Fire

Fire Attack Level 1

Duration 1 minute; see the effect


A sword-shaped length of fire erupts from one of your open hands and remains for the duration or until you drop it, which ends the spell. The sword of fire sheds light as a torch and counts as a weapon. You can attack with this sword of fire when you cast this spell and again on later turns when you use an action to do so. When you attack with it, make a Will attack roll against the Agility of one creature you can reach. On a success, the fiery blade hits and deals 1d6 + 2 damage.

Attack Roll 20+ The target of your attack takes 1d6 extra damage.

Fiery Volley

Fire Attack Level 2

Target Up to three creatures or objects within medium range


You loose three fiery missiles, divided as you choose among the targets. For each missile, make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 + 1 damage.

Attack Roll 20+ The target takes 1d3 extra damage.

Fire Walk

Fire Utility Level 2

Duration 1 minute


For the duration, you are immune to damage from fire. In addition, whenever you enter a space containing a Size 1 or larger fire, you become aware of the location of each other fire within medium range, and you can immediately travel to and exit from another cube of fire of the same or larger size within medium range of the fire whose space you entered.

Triggered On your turn, you can use a triggered action to cast this spell.

Flaming Shroud

Fire Utility Level 2

Duration 1 minute


Flames envelop you for the duration, shedding bright light in a 10-yard radius around you. The flames are warm but do not harm you or anything you wear or carry.

For the duration, you take half damage from cold and you cannot become fatigued from exposure to cold temperatures. As well, when a creature touches you or gets a success on an attack roll against you using a melee weapon, it takes 1d6 damage from fire.

Ignite

Fire Utility Level 2

Target Any number of flammable objects within short range


Each target takes 1d6 damage as it catches fire. It continues to take this damage at the end of each round until it is destroyed or the fire is extinguished.

Cloak of Cinders

Fire Attack Level 3

Duration 1 minute


A swirl of fiery cinders surrounds you for the duration. The cinders move to remain around you and render you immune to damage from fire.

When you cast the spell and again when you use an action to do so, you can hurl some of the cinders in a 5-yard-long cone originating from a point you can reach. The cinders deal 2d6 damage to everything in the area. Flammable objects in the area catch fire. A creature in the area can make an Agility challenge roll and takes no damage on a success. Afterward, the cinders return to swirl around you once more.

Fireball

Fire Attack Level 3

Target A point in space within long range


You fling a globe of fire. When it reaches the target, or if it encounters a solid creature or object before then, it explodes. Flames spread through a 5-yard-radius sphere centered on the target or on a point in the creature’s or object’s space, dealing 5d6 damage to everything in the area. Each creature in the area takes half the damage with a success on an Agility challenge roll.

Immolate

Fire Attack Level 3

Target One creature or object within medium range


The target smolders and threatens to burst into flames. Make a Will attack roll against its Agility. On a success, the target takes 4d6 damage and catches fire.

Attack Roll 20+ The target takes 2d6 extra damage.

See Through The Flame

Fire Utility Level 3

Target One flame you can reach

Duration 1 hour


Upon casting this spell, you must concentrate for 1 minute, during which time you peer into the target. When you finish, you become aware of every flame within 1 mile of you. Choose one of those flames. You can see through that flame as if you were in its space. You can use an action to choose a different flame within 1 mile of you.en you cast the spell and again when you use an action to do so, you can hurl some of the cinders in a 5-yard-long cone originating from a point you can reach. The cinders deal 2d6 damage to everything in the area. Flammable objects in the area catch fire. A creature in the area can make an Agility challenge roll and takes no damage on a success. Afterward, the cinders return to swirl around you once more.

Fire Imps

Fire Utility Level 4

Area A cube of space, 3 yards on a side, originating from a point within short range

Duration 1 hour; see the effect


Five compelled fire imps appear in the area. Each one disappears when the spell ends or when it becomes incapacitated.

Living Inferno

Fire Attack Level 4

Duration 1 minute


Roaring flames envelop you for the duration. The flames are warm, but they do not harm you or anything you wear or carry. The flames shed light in a 20-yard radius. You take half damage from cold, and when a creature touches you or gets a success against you on an attack roll made using a melee weapon, the creature takes 1d6 damage.

When you cast this spell and at the end of each round until the spell ends, each creature within 1 yard must get a success on an Agility challenge roll or take 2d6 damage.

Finally, your other Fire spells deal 1d6 extra damage.

Special If you cast the flaming shroud spell while under the effects of this spell, this spell deals 2d6 extra damage.

Wall of Flames

Fire Attack Level 4

Area A shapeable line 10 yards long, 5 yards tall, and 1 yard wide originating from a point within long range

Duration 1 minute


Flames fill the area for the duration, partially obscuring everything in and behind it. Creatures or objects in the area when you cast the spell or that enter it take 3d6 damage. At the end of each round for the duration, each creature and flammable object in the area takes 3d6 damage, and each within short range of the area’s edge takes 1d6 damage unless it gets a success on a Strength challenge roll.

Bind Flame Genie

Fire Utility Level 5

Target A cube of fire, 2 yards on a side, originating from a point within long range

Duration 1 minute


At the end of the round in which you cast this spell, the target becomes a Size 2 flame genie. You cannot voluntarily end this spell. When the genie appears, make a Will attack roll against its Will. The genie becomes compelled for the duration on a success, or becomes hostile to you on a failure.

Call Firebird

Fire Utility Level 5

Target A gemstone worth at least 10 gc

Duration 8 hours (see effect)


You touch the target and cause it to erupt in flames that destroy it utterly. A compelled firebird (see below) composed of red, orange, and white flames appears inside a cube of space, 2 yards on each side, originating from the gemstone, and remains for 8 hours or until it is destroyed.

You can ride the bird, and while doing so you are immune to damage from fire.


Firebird


Size 2 spirit


Perception 15 (+5)
Defense 13; Health 30
Strength 14 (+4), Agility 13 (+3), Intellect 10 (+0), Will 12 (+2)
Speed 20; flier (swoop)
Slow on Land A firebird moves at half Speed when on land.
Immune damage from disease, fire, poison; gaining Insanity; blinded, dazed, deafened, diseased, fatigued, frightened, immobilized, poisoned, prone, slowed, stunned
Fiery Form A firebird takes half damage from weapons. In addition, it blazes brightly, shedding light out to 10 yards around it.
Water Vulnerability A firebird cannot move across or into water or ice. It makes challenge rolls to resist Water spells with 1 bane and takes double damage from Water spells.


ATTACK OPTIONS


Fiery Talons (melee) +4 with 1 boon (2d6 plus 1d6 from fire)
Fiery Beak (melee) +4 with 1 boon (1d6 + 1 plus 1d6 from fire)


SPECIAL ATTACKS


Flurry of Attacks The firebird attacks with its talons and its beak.


END OF THE ROUND


Unnatural Aura Animals within 10 yards of the firebird must get a success on a Will challenge roll or become frightened for 1 minute. While frightened in this way, an animal must use its action to rush away from the firebird by the safest available route.

Circle of Fire

Fire Attack Level 5

Area A 5-yard-radius circle centered on a point on the ground within long range

Duration 1 minute


A circle of white-hot fire covers the ground in the area for the duration. When the flames appear and again at the end of the round until the spell ends, everything in the area takes 3d6 + 5 damage. A creature in the area and within 1 yard of the edge can make an Agility challenge roll. On a success, the creature takes half the damage and falls prone in the nearest space outside the area.

Rain of Fire

Fire Attack Level 5

Target A point within long range

Duration 1 minute


A 2-yard-tall, roiling black cloud spreads out from the target until it attains a 10-yard radius. Until the spell ends, fiery s tones fall from the cloud, partially obscuring the area under it.

When you cast the spell and at the end of each round until the spell ends, the fiery stones deal 5d6 damage to everything under the cloud that does not have shelter. Each creature that would take this damage can make an Agility challenge roll. A creature catches fire on a failure, or just takes half the damage on a success. A creature that catches fire takes 1d6 damage from the flames at the end of each round until the fire is extinguished.