Fire, the first element in a series of many. Fire is raw, chaotic, hungry, and powerful. There’s not much one can do to support with fire, but there’s much one can do to hurt others with fire. Being the painful source it is, it’s not a suggested, nor a very popular practice amongst ponies. 1 Light* 2 Hearth Warmth 3 Start Flame 4 Cauterize 5 Flame Shield 6 Striker’s Flame 7 Flame Bolt 8 Fire Stomp 9 Black Smoke 10 Breath of Flame 11 Scorching Fire 12 Empowering Fire 13 Fire Armor 14 Fire Elemental 15 Fire Ball 16 Fire Jet 17 Column of Flames 18 Wall of Fire 19 Explosion 20 Blaze 21 Lava Fissure 22 Greater Lava Titan 23 Incinerate 24 Apocalypse *All unicorns and alicorns start with this spell. 1. Light Type: Support Fire Spell Cost: No cost Using this spell, the user creates a light at the end of their horn. This illuminates a radius of feet equal to the user’s Willpower. The spell continues as long as the user wants, or for a number of hours equal to the user’s Willpower. 2. Hearth Warmth Type: Support Fire Spell Cost: 5 Stamina This spell creates a warmth on the inside of the target pony, making them resistant to cold effects. While affected with this spell, the target is unable to be Frozen and all damage dealt to the target by cold effects is reduced by the caster's willpower. This spell continues as long as the user wants it to, and as long as the target stays in line of sight of the user. 3. Start Flame Type: Support Fire Spell Cost: 2 Stamina This spell is able to be used to light a fire. It can light a match with ease, or start a fire under a put that has appropriate kindling and logs. 4. Cauterize Type: Support Fire Spell Cost: 5 Stamina Usable on an ally who’s taken damage. This spell heals back half of the damage taken from the last attack, rounded down. 5. Flame Shield Type: Instant Combat Fire Spell Cost: 8 Stamina Usable at any time the caster, or an ally within line of sight takes a hit. Flame Shield adds the caster’s Willpower to the defensive roll. Double the Willpower is added against Fire and Plant elements. The skill does nothing against Water element. 6. Striker’s Flame Type: Support Fire Spell Cost: 4 Stamina Used on a willing target during combat, this spell changes the target’s damage to deal fire element in melee combat, and gain a bonus +2 Melee Damage. The target or the caster can cancel the spell at any time, but normally lasts until the end of combat. 7. Flame Bolt Type: Active Combat Fire Spell Cost: 5 Stamina Fires a bolt of fire at a target. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 8. Fire Stomp Type: Active Combat Fire Spell Cost: 10 Stamina The caster stomps on the ground, focusing fire through their hooves to create a circle of flame around them. The caster rolls 2d12+Willpower, while anyone in melee range of the caster rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 9. Black Smoke Type: Active Combat Fire Spell Cost: 6 Stamina Fills the surrounding area with black smoke. Anyone caught inside of it who has an Awareness of 5 or higher will have a -1 Awareness penalty. Anyone with an Awareness of 9 or higher will have an additional -1 Awareness penalty. Everyone within the area will only be able to see what’s close enough to them to be in melee. The caster is immune to the effects. This spell lasts a number of turns equal to the caster’s Willpower. If cast outside, it only has a 20’ radius and dissipates after 4 turns. 10. Breath of Fire Type: Active Combat Fire Spell Cost: 10 Stamina The caster breathes a cone of up to 15’ of flame. The caster rolls 2d12+Willpower, while anyone in the affect of the spell rolls 2d12+Resilience in defense. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites Plant element enemies. 11. Scorching Fire Type: Active Combat Fire Spell Cost: 8 Stamina Suddenly combusts the target with fire. The caster uses 2d12+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element. 12. Empowering Fire Type: Support Fire Spell Cost: 15 Stamina Usable on one ally, this spell allows the ally to add the caster’s Willpower to their physical attack damage, and deal fire element that ignites targets. This spell can only be cast on one target at a time, and the target or the caster can cancel this at any time. Observers can tell when a target is afflicted with Empowering Fire by their hooves and eyes being on fire. 13. Fire Armor Type: Active Combat Fire Spell Cost: 10 Stamina The target is surrounded by fiery plates. Anyone attacking them in melee will take the caster’s Willpower, minus their Resilience in damage, and become Ignited. Any fire or plant damage attacking the target of this spell is reduced by half. This spell is dispelled in 5 turns, or if the target takes water damage. 14. Fire Elemental Type: Summoning Fire Spell Cost: 25 Stamina, 5 Per Turn The caster summons a fire elemental to his or her side, able to use it for combat, or other useful means. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 5 Stamina at the beginning of each turn. 15. Fire Ball Type: Active Combat Fire Spell Cost: 35 Stamina The caster throws a ball of fire at the target, and hits anything around the target within a 25 foot radius. The caster rolls 2d12+Willpower+Willpower, and every affected characters rolls 2d12+Resilience. Affected characters who have a dodge skill that can move them outside the radius of effect may use that instead. Any character who rolls lower than the caster takes damage equal to the caster’s roll, minus the affected character’s Resilience. This spell Ignites anyone who takes damage, unless they are a Water or Stone element. 16. Fire Jet Type: Active Combat Fire Spell Cost: 15 Stamina The caster fires a ray of flame at the target. The caster uses 2d12+Power Level+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll, minus the target’s Resilience. This spell Ignites the target, unless they are a Water or Stone element. 17. Column of Flames Type: Active Combat Fire Spell Cost: 20 Stamina The caster picks a location, and creates a pillar of flames in that spot with a 10 foot radius. Anypony who is in the area at the beginning of their turn, or passes through the area during a movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower. 18. Wall of Fire Type: Active Combat Fire Spell Cost: 20 Stamina The caster picks a line between two solids in a length of up to 100 feet and lights the line on fire. Anypony who is standing on the line at the beginning of their turn, or passes through the line during movement, takes twice the caster’s Willpower, minus their Resilience in damage and is Ignited, (unless they are Water or Stone.) This spell continues for an amount of the caster’s turns equal to the caster’s Willpower. 19. Explosion Type: Active Combat Fire Spell Cost: 35 Stamina The caster causes a spontaneous eruption on the target. This also affects the surrounding 30 foot radius. The caster rolls 2d12+Willpower. The target takes the caster’s roll, minus their Resilience. Everyone else affected may roll 2d12+Resilience to be unaffected, or if they have a dodge skill that can get them outside of the radius, they may use that. Anyone not rolling over the caster takes the caster’s roll minus their Resilience. All affected units will be Knocked Back by the caster’s roll, minus their resilience in feet. They are always knocked back in the direction away from the target. This spell is also very good at disrupting terrain… 20. Blaze Type: Active Combat Fire Spell Cost: 30 Stamina The caster lights the target on fire with super-hot flames. The caster uses 2d12+Willpower+Willpower as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll minus target's resilience, and then the target loses 1 point of Resilience and Willpower until healed to full. This spell Ignites the target, unless they are a Water or Stone element. 21. Lava Fissure Type: Active Combat Fire Spell Cost: 40 Stamina Calling upon the great powers of lava beneath the world, the caster splits open the very ground, creating a line from them that can extend up to a 50 foot cone ahead of them. This ground becomes permanently impassable to those without flight, and anypony who was on the terrain is moved to either the right or left side of the fissure, (caster’s choice.) Anypony who is thrown into the fissure is counted as dead unless they are immune to fire. 22. Greater Lava Titan Type: Summoning Fire Spell Cost: 100 Stamina, 25 Per Turn The caster summons a Greater Lava Titan to do their bidding, which is scary to say the least. This spell lasts until the caster dispels it, the elemental is defeated, or the caster can no longer pay the 25 Stamina at the beginning of each turn. 23. Incinerate Type: Active Combat Fire Spell Cost: 75 Stamina The caster roasts a single target with a flash of high-intensity flames. The caster uses 2d12+Willpower+Willpower+Power Level as their offensive check, and the target uses 2d12+Resilience as their defensive check. If the caster is successful, they deal damage equal to their roll minus target's resilience. This spell Ignites the target, unless they are a Water or Stone element. 24. Apocalypse Type: Active Combat Fire Spell Cost: 100 Stamina The caster explodes with burning rage, causing a burning sphere 250 feet in radius to radiate from them. The caster is immune to the effects, and goes into a state of concentration where the spell will continue until they stop concentrating. At the beginning of the caster’s following turns, they roll 2d12+Willpower. Anyone inside of the sphere rolls 2d12+Resilience. Anyone who rolls lower than the caster takes the caster’s roll in damage and is Ignited, (unless they are Water of Stone element.) Terrain within the sphere also takes damage on each turn.