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For the magical school in other games, see Fire magic.
Fire H6

Fire Magic icon.

Fire Magic is a set of hero abilities in Might & Magic: Heroes VI.

The Fire Magic school is available to Dungeon, Haven, Inferno, and Stronghold factions.

Abilities[]

Tier I[]

Tier I abilities have no requirement.

Number of abilities: 5
Icon Ability Type Description Effect
Burning determination Tears Reputation (active, combat) Target's Morale is increased by X and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from the target. Cooldown: 2 turns.
Mana cost: 15
Fire bolt Blood Reputation (active, combat) Launches a burst of fire at a single enemy target dealing X damage (Fire). Cooldown: 2 turns.
Mana cost: 15
Fire magic I Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Fire).
Fire shield Tears Reputation (active, combat) Gives a Fire Shield to the target for 4 turns. Fire Shield increases Magic Defense by X and also burns attackers for 2 damage/creature. Cooldown: 3 turns.
Mana cost: 18
Inner fire Blood Reputation (active, combat) Increases target's Damage (Might) by X% and Initiative by 8. Lasts 2 turns. Cooldown: 1 turn.
Mana cost: 10

Tier II[]

Tier II abilities require hero level 5 or higher.

Number of abilities: 5
Icon Ability Type Description Effect
Burning determination, mass Tears Reputation (active, combat) All friendly stacks' Morale is increased by X and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from all friendly creatures.
(Burning determination ability required)
Cooldown: 4 turns.
Mana cost: 40
Fire ball Blood Reputation (active, combat) Dealt X damage (Fire) in target 4x4 area.
(Fire bolt ability required)
Cooldown: 3 turns.
Mana cost: 40
Fire magic II Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Fire).
(Fire magic I ability required)
Immolation Blood Reputation (passive, combat) Fire spells of the Hero deal an extra X% damage on the next 2 turns.
Inner fire, mass Blood Reputation (active, combat) Increases Damage (Might) by X% and Initiative by 5 for the Hero's army. Lasts 2 turns.
(Inner fire ability required)
Cooldown: 3 turns.
Mana cost: 40

Tier III[]

Tier III abilities require hero level 15 or higher.

Number of abilities: 4
Icon Ability Type Description Effect
Fire magic III Neutral Reputation (passive, adventure) Hero gains 3 Magic Power (Fire).
(Fire magic II ability required)
Fire storm Blood Reputation (active, combat) Deals X damage (Fire) to all creatures in target 5x5 area.
(Fire ball ability required)
Cooldown: 3 turns.
Mana cost: 65
Frenzy Blood Reputation (active, combat) Target ally or enemy instantly attacks an adjacent creature with X% increased damage. Does not consume the target's action for the current turn. Charges: 1
Mana cost: 55
Summon fire elemental Tears Reputation (active, combat) Summons X Fire Elementals. Cooldown: 3 turns.
Mana cost: 45

Bonuses[]

  • Fire bolt master (Specialization) - Receives Fire Bolt by default with 10% bonus.
  • Master of Fire (Specialization) - Increases the effectiveness of Magic (Fire) by 6%
  • Rune of Flame (Neck Artifact) - Damage (Fire) spells deal 20% more damage
  • Will of Urgash (Dynasty Weapon) - Fire Affinity: Increases Magic Power (Fire) by 5. Mana cost of all Fire spells is reduced by 10%.


Secondary skills in the Heroes of Might and Magic series
Heroes II Archery · Ballistics · Diplomacy · Eagle Eye · Estates · Leadership · Logistics · Luck · Mysticism · Navigation · Necromancy · Pathfinding · Scouting · Wisdom
Heroes III Air Magic · Archery · Armorer · Artillery · Ballistics · Diplomacy · Eagle Eye · Earth Magic · Estates · Fire Magic · First Aid · Intelligence · Leadership · Learning · Logistics · Luck · Mysticism · Navigation · Necromancy · Offense · Pathfinding · Resistance · Scholar · Scouting · Tactics · Water Magic · Wisdom
Heroes IV Might Combat (Melee · Archery · Magic Resistance) · Nobility (Estates · Mining · Diplomacy) · Scouting (Pathfinding · Seamanship · Stealth) · Tactics (Offense · Defense · Leadership)
Magic Chaos Magic (Conjuration · Pyromancy · Sorcery) · Death Magic (Occultism · Demonology · Necromancy) · Life Magic (Healing · Spirituality · Resurrection) · Order Magic (Enchantment · Wizardry · Charm) · Nature Magic (Herbalism · Meditation · Summoning)
Heroes V Faction Counterstrike · Gating · Necromancy · Avenger · Irresistible Magic · Artificer · Runelore · Blood Rage
General Attack · Dark Magic (Shatter Dark) · Defense · Destructive Magic (Shatter Destruction) · Enlightenment · Leadership · Light Magic (Shatter Light) · Logistics · Luck · Sorcery (Shout) · Summoning Magic (Shatter Summoning) · War Machines
Heroes VI Faction Guardian Angel · Necromancy · Gating · Bloodrage · Honor · Shroud of Malassa
Might Paragon · Realm · Tactics · Warcries · Warfare
Magic Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic
Heroes VII Faction Righteousness · Bloodrage · Metamagic · Necromancy · Nature's Revenge · Shroud of Malassa · Rune Magic
General Air Magic · Dark Magic · Defense · Destiny · Diplomacy · Earth Magic · Economy · Exploration · Fire Magic · Leadership · Light Magic · Offense · Paragon · Prime Magic · Warcries · Warfare · Water Magic
Olden Era Faction Ascension · Necromancy · Murmuring · Triumvirate's Strength · Summon Swarm · Abyssal Communion
General Arcane Magic · Battlecraft · Battle Magic · Daylight Magic · Defence · Diplomacy · Economy · Insight · Intelligence · Leadership · Logistics · Luck · Nightshade Magic · Offence · Primal Magic · Recruitment · Resistance · Scouting · Siegecraft · Sorcery · Summon Avatar · Tactics · Thaumaturgy