Allows the user to control and manipulate the element of fire.

–When fire is described by the magic chooser screen.

Fire's attacks all inflict the Burned status. Fire magic is unusable underwater and turns into steam when launching attacks from land into water bodies as well as weakened damage to Soaked players/mobs. While it is hampered by water, it compensates with a stackable damage over time status, a fairly unique [E] and a potentially high damage [X].


Fire Casting circle

The consumption values listed are the base amount. To calculate the amount consumed, it is the base consumption multiplied by the player's tier level with the move. To check tiers, scroll past the Moves section.

Attack Names Attack Explanations Keybind Stat Requirement
Fireball The user shoots fire in a spherical projectile that can be aimed before casting. Has an average area of effect on collision and dissipate when it comes in contact with water bodies.

Damage is based off of Magic Level and Magic Damage.

[Q] Magic Level 1+
Flame Splash The user locks the grabbed player/mob in place in the air above of them. Leaping above the player/mob, the target is then struck down with a flip-kick imbued with fire magic.

The player/mob is struck straight below the user and K.O.ed when hitting a surface. The burn effect is removed if the player is soaked, or lands in water.

Damage is based off of Strength Level.

[E] Strength Level 11+
Fire Field The user slams the ground or air if used mid-air, with a fist imbued by fire, engulfing the area around in a globe of fire, hurting nearby players/mobs and setting most things around the player on fire. When used in water, the user completes the animation without the globe of fire, which is replaced with harmless steam. This can stop bleeding to you and players nearby, which is useful for fighting players mainly using swords. Damage is based off of Magic Level and Magic Damage. [R] Magic Level 32+


The user locks the grabbed player/mob in the air in front of them. Continuously punching with fire-imbued fists at the player/mob. The longer the attack is charged, the longer the attack lasts.

The player/mob is launched forward slightly and K.O.ed when hitting a surface after the attack. If the player was soaked or lands in water, then the burn effect is removed.

Damage is based off of Magic Level and Magic Damage.

[F] Strength Level 62+
Fire Barrier The user summons a shield of fire that can be held and directed after casting.

Dispelled after one attack if blocking a water-based attack and easily broken by wind-based attacks.

[Z] Magic Level 77+
Firestorm The user holds out both arms, rapidly shooting out fireballs that has an average(?) area of effect on collision compared to Fireball's area of effect.

Firestorm is very similar to Light's ultimate, Divine Shower, in that their aim can be controlled for their entire duration and that both shoot out a stream of individually weak projectiles. The difference is that Firestorm's fireballs cannot be used in water and shoots larger but fewer projectiles compared to Divine Shower.

Damage is based off of Magic Level and Magic Damage.

[X] Level 100+


Tiers are solely based on the player's stat level and if Fire is the player's Second Mind Magic, all tier levels will be bumped up by 99 Magic/Strength/Generic Levels.

The only exception is if Fire is also the player's First Magic, in which case the Second Magic Fire will have every move unlocked instantly and identical tier levels as the first.
  • Fireball
  • Flame Splash
  • Fire Field
  • Burning Soul
  • Fire Barrier
  • Firestorm
[Q] Fireball Tier Levels
Tier 1: 1-60 Magic Level
Tier 2: 61-120 Magic Level
Tier 3: 121-240 Magic Level
Tier 4: 241-360 Magic Level
Tier 5: 361-480 Magic Level
Tier 6: 481+ Magic Level
[E] Flame Splash Tier Levels
Tier 1: 11-70 Strength Level
Tier 2: 71-130 Strength Level
Tier 3: 131-250 Strength Level
Tier 4: 251-370 Strength Level
Tier 5: 371+ Strength Level
[R] Fire Field Tier Levels
Tier 1: 32-91 Magic Level
Tier 2: 92-151 Magic Level
Tier 3: 152-271 Magic Level
Tier 4: 272-391 Magic Level
Tier 5: 392+ Magic Level
[F] Burning Soul Tier Levels
Tier 1: 62-121 Strength Level
Tier 2: 122-181 Strength Level
Tier 3: 182-301 Strength Level
Tier 4: 302-421 Strength Level
Tier 5: 422+ Strength Level
[Z] Fire Barrier Tier Levels
Tier 1: 77-136 Magic Level
Tier 2: 137-196 Magic Level
Tier 3: 197-316 Magic Level
Tier 4: 317-436 Magic Level
Tier 5: 437+ Magic Level 
[X] Firestorm Tier Levels
Tier 1: Level 100-160
Tier 2: Level 161-220
Tier 3: Level 221-340
Tier 4: Level 341-460 (Not Yet Achievable)
Tier 5: Level 461+ (Not Yet Achievable)


  • If inflicted with Burn, jumping into a body of water will cancel out the status.
  • Flame Splash is useful for gaining tactical advantage in a fight.
    • If the opponent is K.Oed after using Flame Splash, one could use the special ability of all of their weapons in quick succession. This will easily kill most mobs, if not players, along with applying status effects.
  • Fire users can stack Burn duration.
    • Alternating between Fire Splash and Fireball. Fire Field and Firestorm are also used after Fire Splash.
  • Ocean's Fury inflicts the Soak status, effectively removing the Burn status from players hurt by the move. (need confirmation if it works with party members)
  • Fire Field removes the Bleeding status from the user and any other player in range. However, it does NOT remove the chances of Infection occurring. It also does not remove bleeding from party members if party damage is off.
  • Firestorm is an extremely useful move for farming. For example, at Alalea one could spawn in any of the guard captains with any number of Alalean Guards, save for Arsen ,and take them most of them out with a single fully charged Firestorm.


  • Fire is the first magic to be added into Arcane Adventures. 
  • Flame Splash is possibly a reference to Sanji, a character from the anime One Piece. One of his move's, "Collier Shoot", kicks his enemies to the ground, and when mixed with the technique "Diable Jambe", lights his leg on fire.
  • There were additional moves that were removed from Arcane Adventures.
    • Burning Aura: A defensive skill that creates a flame shield around them lasting for 30 seconds.
    • Fire Pillar: Fire is spewed into the air, which then rains back down.
    • Armored Flames: A power-up attack that increases magic power and lasts for 30 seconds. Other magic skills while Armored Flames is active are more powerful.
    • Armored Flames - Legendary Flare: A "compressed blast of Armored Flames" is shot and will explode a second after impact with a surface.
  • Firestorm's projectiles can collide with other magic projectiles, making way for the rest of the fireballs to get past.

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