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Fire is one of the eight Paths of magic, and one of the Elemental paths.
It is considered not terribly versatile, since most fire spells focus on doing direct fire damage; not every problem can be solved by burning it, and the lack of utility and support can be a drawback. Because of its inflexibility, many players consider it one of the weaker paths. Still, Fire can be powerful – sometimes you really do just need to burn things.
Fire's booster items are the Flame Helmet and Skull of Fire (with a 1
1 crosspath). In battle, any
2 mage can cast Phoenix Power to add +1 for the battle.
Its gem-generating global is Eternal Pyre, notable for its high income (20/turn) and low research level.
Fire is mostly useful for burning things, but many fire direct damage spells are seen by many players as overrated. Fireball, for instance, has trouble hitting moving targets and can be defeated by a combination of armor and modest fire resistance, but at most only damages one square. It can be useful in niche cases but falls far short of other damaging spells.
Genuinely strong ways to deal fire damage in battle are:
Flames from the Sky is a devastating late-game fire ritual spell, capable of destroying armies outside of battle (when defensive spells and bless are not active).
Fire has a few other notable effects. A rare fire utility spell is Phoenix Pyre, which can allow supercombatants to reincarnate after being killed.
Fire has a number of staple items. Many players use a large number of fire gems on Lightless Lanterns, a strong midgame research booster that can slingshot you into 7's and 8's faster than opponents.
Other fire themes in items include:
Magic | |
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Concepts | Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research |
Categories | Combat Magic • Ritual Magic • Notable Spells |
Paths | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Schools | Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine |