Fire Spells
Fire Spells are the Fire school of magic added by Iron's Spells 'n Spellbooks. The school has 13 registered spells, from the one-second Firebolt to the Legendary-only Raise Hell. Every fire spell sets the creatures it hits on fire, and several leave burning fields or walls behind, so the school is a source of ranged burst damage and area denial in the pack's horror biomes and structures.
Overview
The Fire school scales with two attributes: Fire Spell Power, which raises the damage of every fire spell, and Fire Magic Resist, which reduces incoming fire spell damage. The school's focus item is the Blaze Rod (minecraft:blaze_rod).
Fire-oriented gear and runes raise the school's output. The Infernal Sorcerer Chestplate makes fire magic attacks from its wearer ignite the targets they hit, and the Pyromancer armor set is part of the mod's School Armor Sets. Fire rune items and fire spell-slot upgrade orbs are described in Runes. Fire magic is also a hazard to the caster, so accessories such as the Fireward Ring, which cancels fire damage for players and magic entities, matter when fighting close to your own fire fields.
Fire spells do not destroy terrain or create fires in the world unless the server's spellGriefing option is enabled. The pack leaves that option disabled, so the only fire a spell creates is the field left by Magma Bomb, Scorch or Wall of Fire.
For how spells are cast, selected and recast, see Spellcasting. For how spells are obtained and upgraded, see Scrolls, Spell Books and Scroll Forge and Inks.
Spells
The table below lists every fire spell with its school, level range and rarity range. Each spell's cast type, mana cost, cooldown and damage are given in its subsection. Mana costs are given for level 1 and the per-level increase. The cost at level L is the level 1 cost plus the per-level increase multiplied by L - 1. Cooldowns are the same at every level.
| Spell | Description |
|---|---|
Blaze Storm | Hold to unleash a barrage of blaze fireballs, shooting rapidly but wildly in front of you and igniting any creatures or blocks hit. |
Burning Dash | Quickly launch yourself forward in a haze of fire, searing creatures you pass through while in a blaze. |
Fire Arrow | Aim an arrow made of fiery magic that will deal direct damage on impact and explode for half damage in a small radius around it. It flies straight for a duration before gravity affects it. |
Fire Breath | Hold to spew a cone of fire outwards, igniting creatures and blocks in its path. |
Fireball | Manifest and throw a ball of fire, exploding and dealing massive damage on impact. |
Firebolt | Shoot a small projectile of fire, igniting whatever it hits. |
Flaming Barrage | Repeatedly cast to shoot individual small fireballs, which home towards your cursor, or the creature your cursor is targeting. |
Flaming Strike | Unleash a sweeping melee attack in the form of a wreath of flames. This spell is uninterruptible. The damage scales off of your held weapon's melee damage and enchantments. |
Heat Surge | Emanate a surge of fiery magic, igniting and rending creatures in a radius around you. Rended creatures have reduced armor. |
Magma Bomb | Launch a bomb made from magma, exploding on impact and leaving a field of fire where it lands |
Raise Hell | Slam down your weapon to wreath a fiery shockwave in a large radius around you. Damage scales based on the held weapon. |
Scorch | In a targeted area, erupt a scorch of fiery magic, damaging creatures in the zone and leaving a field of fire. |
| Soulfire Ray | |
Wall of Fire | Recast to place anchor points, which erupts into a wall of fire when the cast finishes, or when the maximum length is reached. This wall blocks projectiles and ignites creatures that pass through it. |
Blaze Storm
Blaze Storm is a Continuous spell with a cast time of 55 ticks (about 2.75 seconds). While the spell is held, the caster fires a rapid stream of blaze fireballs in front of them. Each fireball deals 0.4 times the caster's spell power and sets the target on fire for 40 ticks. The spell's damage ignores invulnerability frames. The mana cost is 5 at level 1, plus 1 per level. The cooldown is 20 seconds. The maximum level is 10, and the spell can roll from Common to Legendary.
Burning Dash
Burning Dash is an Instant spell. The caster launches forward in a burst of fire and sears any creature they pass through while the Burning Dash effect is active. The effect's strength is 5 plus the caster's spell power, rounded down. Damage from the spell sets the target on fire for 80 ticks. The mana cost is 20 at level 1, plus 2 per level. The cooldown is 10 seconds. The maximum level is 10, and the spell can roll from Common to Legendary.
Fire Arrow
Fire Arrow is a Long spell with a cast time of 20 ticks (1 second). It fires an arrow made of fire magic that deals its direct damage on impact and then explodes. The direct damage equals the caster's spell power. The explosion deals half of that damage in a radius of 3 blocks. The arrow flies straight for a while before gravity affects it. The mana cost is 40 at level 1, plus 5 per level. The cooldown is 8 seconds. The maximum level is 10, and the spell can roll from Rare to Legendary.
Fire Breath
Fire Breath is a Continuous spell with a cast time of 100 ticks (5 seconds). While held, the caster spews a cone of fire that ignites creatures and blocks in its path. Each projectile deals 1 plus 0.75 times the caster's spell power and sets the target on fire for 80 ticks. The mana cost is 5 at level 1, plus 1 per level. The cooldown is 12 seconds. The maximum level is 10, and the spell can roll from Common to Legendary.
Fireball
Fireball is a Long spell with a cast time of 40 ticks (2 seconds). It throws a ball of fire that explodes on impact. The direct damage is 5 plus 5 times the caster's spell power. The mana cost is 60 at level 1, plus 15 per level, which makes it the most expensive fire spell per level apart from Raise Hell. The cooldown is 25 seconds. The maximum level is 5, and the spell can roll from Rare to Legendary.
Firebolt
Firebolt is an Instant spell and the cheapest fire spell. It shoots a small projectile of fire that ignites whatever it hits. The damage is 0.5 times the caster's spell power. Firebolt sets the target on fire for 60 ticks. The mana cost is 10 at level 1, plus 2 per level. The cooldown is 1 second, the shortest in the school. The maximum level is 10, and the spell can roll from Common to Legendary.
Flaming Barrage
Flaming Barrage is an Instant spell. Each cast shoots small homing fireballs toward the caster's crosshair target, or toward the creature the caster is looking at. Each cast fires 5 projectiles, and the spell can be recast within 120 ticks (6 seconds) to fire the rest of the chain. Each small fireball deals damage equal to the caster's spell power. The mana cost is 80 at level 1, plus 5 per level. The cooldown is 15 seconds. The maximum level is 5, and the spell can roll from Rare to Legendary.
Flaming Strike
Flaming Strike is a Long melee spell with a cast time of 10 ticks (0.5 seconds). It sweeps a wreath of flames around the caster. The spell cannot be interrupted, and its cast time is not affected by the cast time attribute, which keeps the attack animation in step with the damage. Its damage is the caster's spell power plus the held weapon's melee damage, and Fire Aspect levels on the held weapon add to it. Flaming Strike sets targets on fire for 60 ticks. The mana cost is 30 at level 1, plus 15 per level. The cooldown is 15 seconds. The maximum level is 5, and the spell can roll from Common to Legendary.
Heat Surge
Heat Surge is a Long spell with a cast time of 20 ticks (1 second). It emanates a surge of fire around the caster in a radius of 6 blocks, plus 0.5 blocks per level. Creatures in the area are ignited, and the surge applies the Rend effect for a duration in ticks equal to 20 times the caster's spell power. Rended creatures have reduced armor. The mana cost is 50 at level 1, plus 10 per level. The cooldown is 45 seconds, the longest in the school. The maximum level is 6, and the spell can roll from Common to Legendary.
Magma Bomb
Magma Bomb is a Long spell with a cast time of 20 ticks (1 second). It launches a bomb of magma that explodes on impact and leaves a field of fire where it lands. The direct damage is the spell's base power of 8, scaled by the caster's entity power multiplier. The explosion's damage is 1 plus 0.1 times the caster's spell power, and its radius is 3 blocks plus the caster's entity power multiplier. The mana cost is 30 at level 1, plus 5 per level. The cooldown is 12 seconds. The maximum level is 8, and the spell can roll from Uncommon to Legendary.
Raise Hell
Raise Hell is a Long melee spell with a cast time of 16 ticks (0.8 seconds). Like Flaming Strike, its cast time is not affected by the cast time attribute. The caster slams down the held weapon to send a fiery shockwave across a large radius. Its damage is a base of 15 plus the held weapon's damage, so the weapon matters more than the caster's spell power. The spell recasts once per level, and each recast window lasts 80 ticks (4 seconds). The mana cost is 90 at level 1, plus 45 per level, which makes it the most expensive spell in the school at higher levels. The cooldown is 25 seconds. The maximum level is 5, and the spell is Legendary-only.
Scorch
Scorch is a Long spell with a cast time of 20 ticks (1 second). It erupts a scorch of fire in a targeted area, damaging creatures in the zone and leaving a field of fire behind. The damage is the caster's spell power, and each creature hit is set on fire for 60 ticks. Creatures must have line of sight to the impact point to be hit. The mana cost is 50 at level 1, plus 5 per level. The cooldown is 12 seconds. The maximum level is 10, and the spell can roll from Uncommon to Legendary.
Wall of Fire
Wall of Fire is an Instant spell. The caster places anchor points on the ground, and the wall erupts when the cast finishes or when the maximum length is reached. Each recast places another anchor, and the wall is completed after the final recast. The wall blocks projectiles and ignites creatures that pass through it. Each creature that touches the wall takes damage equal to the caster's spell power and is set on fire for 80 ticks. The mana cost is 30 at level 1, plus 5 per level. The cooldown is 30 seconds. The maximum level is 5, and the spell can roll from Common to Legendary.
Obtaining fire spells
Each fire spell is obtained as a scroll or as a spell in a spellbook. A spell's rarity range runs from its minimum rarity up to Legendary, which is the maximum for every fire spell. Merging a scroll with ink in the Arcane Anvil can raise its rarity or level. Iron's Spells loot now reaches the chests mapped by Fear Nightfall, so fire scrolls can appear in the pack's chest loot, including in horror structures. See Scrolls for the scroll system and Spell Books for storing learned spells.
Tips
- Fire Spell Power scales every fire spell at once, so it is the stat to prioritize when building a fire caster.
- Flaming Strike and Raise Hell use the held weapon's damage. Pair them with a strong melee weapon rather than a low-damage staff.
- Fire Breath and Blaze Storm are Continuous spells with long cast times. Use them for sustained pressure rather than for emergencies.
- Magma Bomb, Scorch and Wall of Fire leave fire on the ground. Stand clear of the fields, since they damage the caster as well as the enemies.
- Fire-immune creatures receive a higher Fire Magic Resist when they spawn. Against them, use spells from other schools.












