====== Fire ====== {{:misc:magic:fire.png?nolink }} **Fire** is an Elemental path of [[magic]]. Among the four Elements, it governs plasma/flux and supports heat. Its kings govern fire's appearance and heat, with its burning nature having fallen to [[Death]]'s hands. Of the four Elements, Fire is the easiest to [[Evocation|Evoke]] and the hardest to [[Alteration|Alter]]. In [[Thaumaturgy|Thaumaturgic]] tradition, the path is choleric, resembling a more-negative sort of activity. In the Way of Five Elements, it is dynamic and emotional. Like [[Water]], Fire remains mostly consistent across the three Ages, though not quite as so. The great **Fire Mages** of ancient times leave an indelible mark in the legends and psychology of Mankind, resulting in the path "spreading out" and being nurtured across the realms. God-like "firepower" is even present in the [[nations-la|Late Ages]], unlike with [[Air]], [[Earth]], [[Nature]], and [[Glamour]], though not right at the start of a Late-Age game. ===== Fire Spells ===== Fire [[burn|burns]]. It can do this in a variety of ways, however, and it does have a few tricks; these include bolstering [[Attack Skill]] and disorienting foes. {{:abilities:resist_fire.png?nolink }} [[Fire Resistance|Fire]] is the element-of-choice for Fire's damaging spells, of which there are many. Fire is typically [[Armor-Piercing]], so it ignores half of the target's [[Protection]]. Likewise, Fire Resistance may pose an issue, but it rarely comes in quantities needed to negate them. The four Elements have a variety of checks and balances against each other, even against themselves. Likewise, Fire is rather-infamously countered by itself, [[Water]], and [[Earth]]. Water in particular has counters for most of its tricks, including the infamous [[Weather|Rain]] (which [[Air]] can also use); fortunately for Fire Mages, the counterspells are also largely negated in their countering, and Dominions 6 nerfed Rain quite a bit. ==== Pure Fire ==== ^ Skill Level ^ Early Research (0-3) ^ Middle Research (4-6) ^ Late Research (7-9) ^ | {{path>F1}} (a dabbler) | Burning/Spark Projectiles \\ Lesser [[Alchemy]] \\ Melee Fire Damage \\ Personal [[Fire Resistance]] \\ Limited [[Burn|Burning]] \\ Personal [[Cold Resistance]] \\ Lesser Fire [[Entrapment]] \\ Lesser Fire Elementals \\ Personal [[Fire Shield]] | Lesser Burning \\ Will-o'-the-Wisps \\ Limited [[Afflictions#Head-Afflictions|Blindness]] | | | {{path>F2}} (average) | Lesser Long-Ranged Fire Damage \\ Lesser Short-Ranged Fire Damage \\ Lesser [[Flaming Arrows|Fire Arrows]] \\ Limited Prowess-Boosting \\ Lesser Cold Resistance \\ Self-Exploding \\ Path-Boosting \\ Mid-Ranged Fire Damage \\ Lesser Fire Resistance \\ [[Magic Site|Site-Searching]] \\ Limited [[Rage]] | Tiny Combat Snakes \\ Fire Drakes \\ Hot Jellyfish \\ Lesser Prowess-Boosting \\ Greater Alchemy \\ Greater Fire Resistance \\ Big Hot Snakes | [[Phoenix Pyre|Explosive Extra Lives]] \\ Burning \\ Greater Long-Ranged Fire Damage \\ Rage | | {{path>F3}} ("mastery") | Long-Ranged Fire Damage | Fire Entrapment \\ Greater Fire Elementals \\ Fire Spirit-Lions \\ Greater Cold Resistance \\ Fire Damage Sniping \\ Showering Fire \\ Greater Fire Arrows \\ Greater Prowess-Boosting \\ [[Disease]]-Cauterizing \\ [[Magic|Mage]]-Summoning | | | {{path>F4}} ("god-like") | | Blinding the [[Astral|Eyes of God]] \\ **Ranged Army-Burning** \\ Weaponized Unrest \\ Battlefield [[Clouds#Heat-Clouds|Heat]] | Fire Elemental Spam \\ Supreme Fire Arrows \\ Domes of Fire \\ Supreme Cold Resistance \\ Supreme Fire Resistance | | {{path>F5}} | | Utilizing Energy \\ Ringing [[Fort|Forts]] with Fire | Water-[[Dispel|Dispelling]] \\ Battlefield Fire Showers \\ **Fire Kings** \\ Greater Self-Exploding \\ **Greater Ranged Army-Burning** \\ Supreme Fire Damage | | {{path>F6}} | | **Gem Generating** | **Anti-[[Undead]] Global** | | {{path>F7}} | | | | | {{path>F8}} | | | **Making Another Sun** | ==== Crosspaths ==== The following effects have Fire as the **primary** path. * Fire/**[[Air]]**: Burning Clouds, and [[scales#Temperature|Heat]]-Dumping for distant provinces. * Fire/**[[Water]]**: Boiling small portions of the [[underwater|ocean]]. * Fire/**[[Earth]]**: Terracotta soldiers, fire-spewing Iron Gryphons, Scorpion Beasts, and Volcanic Eruptions. * Fire/**[[Astral]]**: "Solar" magic, such as Solar Eclipses, unusual flames, and giving yourself an Inner Sun. * Fire/**[[Death]]**: Nothing with Fire as the primary path, unfortunately. * Fire/**[[Nature]]**: Fire Ants and Furies/Erinyes. * Fire/**[[Glamour]]**: Nothing with Fire as the primary path, unfortunately. ===== Indirect Magic ===== {{:misc:magic:fire.png?nolink }} A Fire Mage with {{path>F3}} has 5 points of [[Fire Resistance]], due to their greater attunement with that path. One with {{path>F4}} or higher has 10 points of Fire Resistance, instead. {{:dom6:stats:age.png?nolink }} Having the fire inside of you causes you to "burn out" a little quicker; each level reduces the unit's **Max [[Age]]** by an additive 5%. This doesn't apply to [[Demon|Demons]], [[Undead]], or [[Inanimate|Inanimates]]. {{:misc:gui:leadership.png?nolink }} {{:misc:gui:magicleadership.png?nolink }} Lastly, aside from the typical 10 points of [[Magic Leadership]] per level, Fire Mages get 10 points of //regular// [[Leadership]] as well. The fire makes them far more noteworthy. ==== Path Boosting ==== There are eleven [[items]] that boost Fire, but five are Artifacts, and only three require Fire as one of the forger's paths. The ??Skull of Fire?? requires {{path>F1D1}} and [[Construction]] Level 7, the ??Flame Helmet?? requires {{path>F4}} but only Construction Level 5, and one form of the ??Staff of Elemental Mastery?? requires {{path>F4W4}} and Construction Level 7. ??Summon Phoenix Power?? is the path-boosting spell for Fire. It requires {{path>F2}}.