Fire magic is the element that has the least side effects when it comes to using it too much however it can be the most dangerous. When using these elemental powers, fire creature's body will begin to overheat. Not only that but with every spell, characters must be careful not to burn themselves in the process. Though, there are some that won't burn the user, the possibility of falling unconscious due to overheating is very likey if not careful. If they fall unconscious in the middle of using their powers, they no longer have control over the fire they have created.

Fire Magic
Offensive Defensive
1 - Flicker (0 mana)
The caster sends out a spark through their mouth which can set a small fire to flammable
objects which will not spread and dies out within one round of posts. Feathers and fur can not
be set on fire with this ability. It can also be shot up in the air as a signal to other creatures
within the fire realm.
2 - Blaze (25 mana)
The caster gains the ability to create a small
flame in an area on the ground of their
choosing up to 20 feet away from the caster's
position. The flame will spread slowly on
flammable objects and can cause first degree
burns on other creatures.
2 - Ember (25 mana)
The caster gains the ability to shake small
hot embers from their coat onto anyone or
anything around them. The cinders are hot
enough to ignite flammable objects and
cause first degree burns on anyone within
range.
3 - Fireball (50 mana)
Much like Blaze, this one gives the
caster the ability to shoot a small 4 in ball of
fire out of their mouth to a single area that
they can see. The flame ignites flammable
objects and causes first degree burns. Once
the flame hits a target, it will explode into ash
that disperses instantly.
3 - Smokescreen (50 mana)
A stream of black mist and ash move from
the caster's mouth no further then 15 feet.
The mist itself is dense enough to cause
issues with visibility while the ash can cause
irritation if it get into the eyes, nose or ears.
The smoke completely disperse after 5 posts
though starts to vanish immediately after
being used.
4 - Flamethrower (100 mana)
The user gains the ability to shoot a large
stream of fire from their mouths to an area
up to 15 feet away. The fire lasts two posts
and can cause first degree burns from partial
exposure and second degree burns from full
exposure.
4 - Fire Wall (100 mana)
The caster creates a large wall of flames up
to 15 feet wide and 10 feet high. The flames
themselves cause sparse first degree burns
upon touch but can cause second degree
burns if touched for an extended amount of
time. The wall lasts up to 2 posts.
5 - Pyrokinesis (150 mana)
This skill gives the user the ability to control and extinguish any fire or flames that they see
within 35 feet of their current standing position. The ability lasts up to 3 posts or until their
concentration ends, whichever comes first..
6 - Fire Fang (200 mana)
The user gains the ability to encase their teeth
and/or claws with a hot flame that does not
harm the user. However if used on a target
causes second degree burns with partial
contact and third degree burns with prolonged
contact. The ability lasts for 2 posts.
6 - Flamecoat (200 mana)
The users engulfs their whole body in flames
that do not harm them. However with
prolonged periods of contact, can give a
creature who touches the flames third degree
burns and second degree burns from initial
contact with the user's body. The ability lasts
for 2 posts.
7 - Flame Flick (250 mana)
Much like flamecoat, the user gains the ability
to encase their body in fire, however they may
also flick small balls of fire from parts of their
body towards their target with increased
accuracy and precision. The ability lasts for 3
posts.
7 - Cinder Rain (250 mana)
The caster gains the ability to call down a
cascade of 1 in fireballs to rain down over a
small area within 15 feet of the user. The
fireballs themselves cause second degree
burns with close contact and third degree
burns with direct contact. Ability lasts for 2
posts.
8 - Wildfire (300 mana)
The user can create a circle or a line of fire
that rises to about 10 feet into the air. The
flames move where the caster wishes though
one must be careful because if their
concentration is not strong enough, they could
harm themselves in the process. The flames
flicker out within 2 posts.
8 - Lava Pit (300 mana)
The caster can create a pit of molten lava up
to 5 feet in diameter within a 10 foot range
from their current position. The pit itself is up
to 4 feet deep and causes third degree burns
to any who fall into it. The lava cools within 2
posts.
9 - Eruption (350 mana)
The caster gains the ability to engulf an entire
area in flames that flicker up to 15 feet in the
air. This ability is dangerous as the user has
no control over the fire once this ability is cast.
The flames move quickly up to an area 20 feet
in diameter but finally flicker out after 2 posts.
The flames themselves cause third degree
burns upon touch.
9 - Supernova (350 mana)
The user encases their entire body with blue
flames that begin to extend outwards in a
thick circular wall around them. The walls
push outwards with the caster in the center to
20 feet in diameter before extinguishing. The
caster must have complete concentration or
risk the wall collapsing in on them. The flames
cause third degree burns upon touch.
10 - Inferno (400 mana)
The user gains the ability to call upon a cyclone of flames to whip around the area that the
caster can control within 10 feet of their current standing position. The winds and the flames
are strong enough to rip out small vegetation as well as knock any creature away should they
get too close. Any creatures hit by the tornado will have their breath knocked out of them as
well as second degree burns upon brief contact and up to third degree burns for extended
amounts of time. The tornado is 15 feet tall and 5 feet wide, and lasts up to 2 posts.