Users of this basic magic are able to bathe their enemies in flame, purging their problems with clean, pure, and true fire. Fire magic tends to be uncontrollable to some, but a true master can reshape the world by purifying what they dislike. Fire Magic is a Rare Subskill, and each rank requires special advancement rules to learn. As a third generation Chaos Seed, the natural magics of The Land are not as familiar to you as are your normal “core” spells, but you may have the chance to learn, and improve on your Dark Magic abilities.

Unlike core campaign setting in Dungeons and Dragons, magic transcends type in The Land, and falls into a series of Magic Types. There are eight Basic Magic types – Air Magic, Dark Magic, Death Magic, Earth Magic, Fire Magic, Life Magic, Light Magic, and Water Magic. There are higher level magics, such as Mental and Chaos, but you are not yet ready to understand them. You may gain access to one of the Basic Magics as you adventure in the Red Venom Plains. Use this guide to process the benefits of gaining a rank in Fire Magic.

The Benefits of being an Fire Mage

Rank 1:
Cost: 10 Days of Downtime, plus special access for Fire Magic Rank 1.
Benefit: You gain an extra spell slot, which can be used once per Long Rest. This slot can be used to cast either a Rank 1 Fire Magic spell that you have access too, or a Level 1 Core spell with the Fire descriptor (see the list below). You do not have to be of the associated class to cast it; it becomes a bonus spell for you. It does not get added to your spell list, so if you do not otherwise know it, you can only cast it once per day. If it has a DC, it uses your preferred DC; if you do not, choose Charisma, Intelligence, or Wisdom. Your DC is 8 + your Proficiency bonus + your preferred modifier from those three skills. You cannot apply class skills (such as a Sorcerer’s Metamagic skill) to this spell, but you can apply Metamagic Subskills, if you know any. Additionally, when you cast either an Fire Magic spell or a Core spell with the Fire descriptor, you gain a +1 bonus to damage rolls if the spell does damage.

Rank 2:
Cost: 20 Additional Days of Downtime, plus special access for Fire Magic Rank 2.
Benefit: In addition to the benefits of previous ranks, you gain another bonus spell slot, but this one can be of any Fire Magic spell of Rank 2 or lower, or Core spell with the Fire descriptor of level 2 or lower. This spell follows the same rules as bonus spells of previous ranks. Additionally, when you cast an Fire Magic spell or a Core spell with the Dark Descriptor, its DC is increased by 1, assuming it has a DC.

Additional Ranks will be revealed as the campaign advances.

Core Spells with the Fire Descriptor:

Cantrips: Control Flames, Create Bonfire, Fire Bolt, Green-Flame Blade, Produce Flame, Resistance
1st Level: Burning Hands, Chaos Bolt, Chromatic Orb, Find Familiar, Hellish Rebuke, Searing Smite
2nd Level: Aganazzar’s Scorcher, Augury, Continual Flame, Flame Blade, Flaming Sphere, Flock of Familiars, Heat Metal, Magic Weapon, Pyrotechnics, Scorching Ray, Summon Beast (Fire Creatures Only)

Fire Magic Spells

The target is encased in fire for 10 minutes that is harmless to both the caster and the target. All
Weak FlameFire Magic 1 (Attack) Combat Action ◆ 30 Mana Attack: Fire Magic vs Dodge ValueOn Hit: 1D10+2 Fire damage,
You make a ranged spell attack roll against a target within 30 feet that you can see. On a hit,
Weak Flaming WeaponFire Magic 1 (Utility) Combat Action ◆ 45 Mana Attack: Fire Magic vs ValueArea: 1 Creature Range: Touch Duration: 10
You summon a gout of magma from under the feet of your target. The target must make a Dexterity saving
Choose a target within 10 feet of you that you can see. Ghostly orange tendrils stretch between you and the