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Fire

The element that controls all things related to heat and flames. It is a volatile element that is driven by emotion and is very explosive in nature.

Novice (0 - 60)

At this tier, Blue Bloods gain the ability to generate fire, but their control remains rudimentary and inconsistent. Flames flicker unpredictably, and any attempt to manipulate them is unreliable. They are not yet immune to their own heat, often suffering burns or peeling skin from overuse.

lvl1

Level 1 (Requires 0 medals)

With enough focus, Blue Bloods can create small sparks of fire in the palm of their hand. These flames cannot be controlled and are easily extinguishable.


By snapping their fingers, either a trail of smoke or ember will follow.


Able to voluntarily manipulate the heat in their hands to temperatures as high as 140 ° F/60 °C. However, this will leave their hands feeling sensitive afterwards and prone to minor injury such as burns or peeling.

lvl2

Level 2 (Requires 30 medals)

Fire Generation - The ability to create fire freely in their palms or by touching and igniting objects.


Pyrokinesis - Manipulate fire within the surrounding area either through raising their temperatures moderately or by increasing their flames by 25%. The range to which they can work with beginning at this level is 5 feet/1.5 meter.

Intermediate (60 - 140)

At this tier, Blue Bloods gain stable control over their fire, allowing them to launch projectiles and extend flames across their radius. They are now fully immune to their own heat. At higher mastery, their fire can cauterize wounds safely. The range of their magic now extends itself to 10 feet/3 meters.

lvl3

Level 3 (Requires 60 medals)

Fire Projectiles – The ability to send projectiles made of fire from their palms.


Inferno – At this level, Blue Bloods can now cast larger flames that extend as far as their radius.

lvl4

Level 4 (Requires 100 medals)

Cauterize – Summoned flames can now hold regenerative properties. By focusing the fire on wounds, they can cauterize them without causing further damage to promote faster healing and stop bleeding.

Advanced (140 - 240)

At this tier, a Blue Blood’s fire manipulation reaches new heights, allowing them to summon and sustain flames without direct contact. Their control extends to shaping large fire structures, such as towering pillars, though maintaining them requires significant focus. The range to which they can work is now extended to 15 feet/4.5 meters.

lvl5

Level 5 (Requires 140 medals)

Blue Bloods can now levitate their flames in the air and manifest them without hand contact. These flames can sustain themselves for approximately one hour before going out.


Fire Pillars – Users can create multiple tall pillars of fire and shape them willingly. Maintaining these flames in this form requires extensive energy and focus to preserve.

lvl6

Level 6 (Requires 190 medals)

Blue Bloods at this level can bring upon heat waves without the need of starting fires.


The user can now create hotter, wilder fires that range from the colors yellow and blue.

Expert (240 - 360)

At this tier, Blue Bloods gain access to explosive magic, though it remains unstable until further mastery. Ignition requires direct contact, making it useful for close combat, destruction, or enhanced mobility through controlled blasts. The range to which they can work is now extended to 20 feet/6 meters.

lvl7

Level 7 (Requires 240 medals)

At this level, explosive magic comes into play yet remains unstable until level 8. To use this form of magic the user must ignite it through direct contact.


Uses for this explosive type of magic can vary between close combat, destroying items, or even increasing mobility through igniting their steps. 

lvl8

Level 8 (Requires 300 medals)

Their explosive form of magic has begun to stabilize, eliminating the risk of uncontrolled, dangerous blasts.


Heat Aura – Beyond an ordinary heat wave, the user can wrap themselves with a singing heat that will burn anything that comes in contact with their body.

Master (360 - 500)

At this tier, Blue Bloods gain mastery over ash, using it to obscure vision, degrade air quality, and condense it into a suffocating hazard. Their flames can now melt objects and flesh without ignition, though less effective against scales. At peak mastery, they can summon a firestorm capable of breaking magical barriers. The range to which they can work is now extended to 25 feet/7.5 meters.

lvl9

Level 9 (Requires 360 medals)

At this level, Blue Bloods will now be able to manipulate ash and spread it to the furthest extent of their range. It can reduce visibility, air quality, and can be condensed to dangerous amounts that are harmful to inhale. Additionally, they can melt objects if willed, burning through flesh without setting anything ablaze. This effect, however, becomes less effective against scales.

lvl10

Level 10 (Requires 500 medals)

Barrier Breaker – A storm of fire can be casted to rain down upon their radius. Unlike their usual fire, this has the ability to burn through any magical barriers/shields.

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