Fire Magic

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This article refers to the secondary skill. For the school of magic, see school of fire magic.

Secondary skills
Expert Air Magic.png Air Magic
Expert Archery.png Archery
Expert Armorer.png Armorer
Expert Artillery.png Artillery
Expert Ballistics.png Ballistics
Expert Diplomacy.png Diplomacy
Expert Eagle Eye.png Eagle Eye
Expert Earth Magic.png Earth Magic
Expert Estates.png Estates
Expert Fire Magic.png Fire Magic
Expert First Aid.png First Aid
Expert Intelligence.png Intelligence
Expert Interference.png Interference Horn of the Abyss
Expert Leadership.png Leadership
Expert Learning.png Learning
Expert Logistics.png Logistics
Expert Luck.png Luck
Expert Mysticism.png Mysticism
Expert Navigation.png Navigation
Expert Necromancy.png Necromancy
Expert Offense.png Offense
Expert Pathfinding.png Pathfinding
Expert Resistance.png Resistance
Expert Scholar.png Scholar
Expert Scouting.png Scouting
Expert Sorcery.png Sorcery
Expert Tactics.png Tactics
Expert Water Magic.png Water Magic
Expert Wisdom.png Wisdom
Fire Magic
Basic Fire Magic.png Basic Fire Magic: allows your hero to cast fire spells at reduced cost.
Advanced Fire Magic.png Advanced Fire Magic: allows your hero to cast fire spells at reduced cost and increased effectiveness.
Expert Fire Magic.png Expert Fire Magic: allows your hero to cast fire spells at reduced cost and maximum effectiveness.

Fire magic is a secondary skill that increases the effectiveness and reduces costs of spells from the School of Fire Magic.

Fire Magic is a school of magic, along with Earth, Water and Air Magic. There is a special rule in place that offers schools of magic more often as a choice when leveling up than the secondary skill learning percentages suggest: A new school of magic will be offered at least every 4 levels for Might heroes and every 3 levels for Magic heroes. If can be offered more often by chance. Example: The Might hero was not offered a school of magic when reaching levels 2 and 3. The hero will then be guaranteed to be offered a magic school at level 4. At level 8, the hero will be offered again a new magic school if none was offered at levels 5, 6 and 7.

Classes unable to learn Fire Magic skill:

(They can only acquire it from Scholars, Witch Huts, Seer's Huts, Events or Pandora's Boxes).

Heroes with Basic Fire Magic as a starting skill:

Heroes with Fire Magic as a specialty and a starting skill:

The only effect of the specialty is having Expert Fire Magic at the start.

Chance to get[edit | edit source]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Town portrait Castle small.gif Castle  Knight   1
Town portrait Castle small.gif Castle  Cleric   2
Town portrait Rampart small.gif Rampart  Ranger   0 (impossible)
Town portrait Rampart small.gif Rampart  Druid   1
Town portrait Tower small.gif Tower  Alchemist   1
Town portrait Tower small.gif Tower  Wizard   2
Town portrait Inferno small.gif Inferno  Demoniac   4
Town portrait Inferno small.gif Inferno  Heretic   5
Town portrait Necropolis small.gif Necropolis  Death Knight   1
Town portrait Necropolis small.gif Necropolis  Necromancer   2
Town portrait Dungeon small.gif Dungeon  Overlord   2
Town portrait Dungeon small.gif Dungeon  Warlock   5
Town portrait Stronghold small.gif Stronghold  Barbarian   2
Town portrait Stronghold small.gif Stronghold  Battle Mage   3
Town portrait Fortress small.gif Fortress  Beastmaster   0 (impossible)
Town portrait Fortress small.gif Fortress  Witch   3
Town portrait Conflux small.gif Conflux  Planeswalker   3
Town portrait Conflux small.gif Conflux  Elementalist   6 (highest)
Town portrait Cove small.gif Cove  Captain   2
Town portrait Cove small.gif Cove  Navigator   2
Town portrait Factory small.gif Factory  Mercenary   3
Town portrait Factory small.gif Factory  Artificer   4


User commentary

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Some may find the information in this section subjective or irrelevant.

As any other magic school, Fire Magic is very useful as many of its spells will wreak havoc against your enemies in short order. Expert Curse will save lives of your troops in a fierce battle, especially against units with a high range of damage (e.g Cerberi or Storm Elementals). Expert Bloodlust will increase the damage dealt by your troops, and blinding will work properly at the highest Fire Magic level, since there will be no retaliation. Together with Resurrection, Blind on the last remaining enemy stack will allow you win a big battle with no losses. Armageddon and Berserk may be crucial for defeating large amounts of troops; for example, Berserk will work in Faerie Dragons scenario (Dragon Slayer campaign), when battling legions of Nagas (they will simply hit each other, dealing enormous damage to themselves). Frenzy is very good for those who attack without retaliation, casted immediately before the target's turn. Bizarrely, among the most devastating damage spells in the game, only Armageddon belongs to Fire Magic school.


See also: