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

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. For example: a 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 again be offered a new magic school if none were offered at levels 5, 6, or 7.

Classes unable to learn Fire Magic:

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

Heroes with Fire Magic as a starting skill:

Heroes with Fire Magic as a specialty and a starting skill (Increases the damage of Fire spells by 50% Horn of the AbyssStarts with Expert Fire Magic Shadow of Death):

Chance to get[edit | edit source]

Out of total 112 for The Shadow of Death, and of (112 + Interference chance + Runes 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
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
Town portrait Fortress small.png Fortress  Witch 3
Town portrait Conflux small.png Conflux  Planeswalker 3
Town portrait Conflux small.png Conflux  Elementalist 6
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
Town portrait Bulwark small.png Bulwark Horn of the Abyss     Chieftain 1
Town portrait Bulwark small.png Bulwark Horn of the Abyss     Elder 1


Gallery[edit | edit source]

User Commentary

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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: