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 large.png Air Magic
Expert Archery large.png Archery
Expert Armorer large.png Armorer
Expert Artillery large.png Artillery
Expert Ballistics large.png Ballistics
Expert Diplomacy large.png Diplomacy
Expert Eagle Eye large.png Eagle Eye
Expert Earth Magic large.png Earth Magic
Expert Estates large.png Estates
Expert Fire Magic large.png Fire Magic
Expert First Aid large.png First Aid
Expert Intelligence large.png Intelligence
Expert Interference large.png Interference Horn of the Abyss
Expert Leadership large.png Leadership
Expert Learning large.png Learning
Expert Logistics large.png Logistics
Expert Luck large.png Luck
Expert Mysticism large.png Mysticism
Expert Navigation large.png Navigation
Expert Necromancy large.png Necromancy
Expert Offense large.png Offense
Expert Pathfinding large.png Pathfinding
Expert Resistance large.png Resistance
Expert Scholar large.png Scholar
Expert Scouting large.png Scouting
Expert Sorcery large.png Sorcery
Expert Tactics large.png Tactics
Expert Water Magic large.png Water Magic
Expert Wisdom large.png Wisdom
Fire Magic
Basic Fire Magic large.png Basic Fire Magic: allows your hero to cast fire spells at reduced cost.
Advanced Fire Magic large.png Advanced Fire Magic: allows your hero to cast fire spells at reduced cost and increased effectiveness.
Expert Fire Magic large.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.png Castle  Knight   1
Town portrait Castle small.png Castle  Cleric   2
Town portrait Rampart small.png Rampart  Ranger   0 (impossible)
Town portrait Rampart small.png Rampart  Druid   1
Town portrait Tower small.png Tower  Alchemist   1
Town portrait Tower small.png Tower  Wizard   2
Town portrait Inferno small.png Inferno  Demoniac   4
Town portrait Inferno small.png Inferno  Heretic   5
Town portrait Necropolis small.png Necropolis  Death Knight   1
Town portrait Necropolis small.png Necropolis  Necromancer   2
Town portrait Dungeon small.png Dungeon  Overlord   2
Town portrait Dungeon small.png Dungeon  Warlock   5
Town portrait Stronghold small.png Stronghold  Barbarian   2
Town portrait Stronghold small.png Stronghold  Battle Mage   3
Town portrait Fortress small.png Fortress  Beastmaster   0 (impossible)
Town portrait Fortress small.png Fortress  Witch   3
Town portrait Conflux small.png Conflux  Planeswalker   3
Town portrait Conflux small.png Conflux  Elementalist   6 (highest)
Town portrait Cove small.png Cove Horn of the Abyss     Captain   2
Town portrait Cove small.png Cove Horn of the Abyss     Navigator   2
Town portrait Factory small.png Factory Horn of the Abyss     Mercenary   3
Town portrait Factory small.png Factory Horn of the Abyss     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.

Of the four magic school skills, Fire Magic is arguably the least useful, not because fire spells are weak, but since many of them are either not dramatically improved at Expert (Armageddon, Slayer, Fire Shield), or already work well enough at Basic (Blind, Sacrifice, Frenzy). Only Bloodlust, Curse, Protection from Fire and Misfortune switch to affecting all eligible targets at Expert (which is the most desirable benefit of a magic skill), and the last two spells aren't very useful even then. Nevertheless, Fire Magic is still a very good secondary skill and picking it is never a waste.


See also: