Ignis Elemental Physical / Metaphysical Law in Project Chaos | World Anvil

Ignis Elemental


It is the opposite of that which gives life: burning and consuming all that it would touch. Yet, without it, life could not flourish. Feared and respected by all, it is the elementary force of power, destruction, and Chaos.    
—The Elemental: A Beginner's Guide to the Elemental Pillar of Magic

Often labeled as the elemental force that is the consumer or the destroyer of worlds, Ignis Elemental is the ability to increase heat, combust air, and manipulate existing and created flames. Among the four basic parental elements, it's the only one that can form the element from seemingly nothing. A mage practicing this element is called a Pyromage.  

Basic Theories & Practicalities

As with all magic, Ignis Elemental is divided into both theories and practicalities. Being the most widely used and studied element, both theories and practicalities surrounding it are relatively easy to grasp and perform (but challenging to master). There are three core theories and three core practicalities under Ignis Elemental.  

Core Theories

The core theories under Ignis Elemental are heat control theory, radiance shift theory, and combustion theory.   Heat control theory is the study of the practices and possibilities of heating ambient air. This theory explains the natural relationship between mana, the mage, and how mana is used to alter matter at the atomic level. The most fundamental of the three core theories, this theory explains the single-most core idea that is Ignis Elemental: to create fire from seemingly nothing and control it. This is the first theory learned by any pyromage.   Radiance Shift Theory is the theory that specifically explains how mana is used to increase ambient temperatures in specified "areas of control." This theory is the hardest of the three to grasp but is also the one that that truly separates a good pyromage from a bad one. Although one of the three fundamental theories, this is the only one that extends all the way to master rank levels of practice.   It's one thing to heat air, but it's another actually to combust it. This is what combustion theory explains. Arguably the most important of the core theories, this one explains the chemistry of creating a flame with mana in deep detail. Learning about gases, compounds, and the dangers of Ignis Elemental are the first things taught. Afterward, the budding pyromage learns how to tie everything together to create their first flame.

Core Practicalities

The core practicalities of Ignis Elemental are performed in tandem with their respective theories. There are four core practicalities: heat control, radiance shift, controlled combustion, and ember casting.   Heat control is the mage's ability to successfully heat the air around them by raising it by 32°F (0.5°C). After completing heat control, the next step is to perform a radiance shift. Radiance shift is successful when the mage can take the heated air around them and focus it on a central point, most often their dominant hand. In rare cases, usually in talented mages, this central point can be away from the body.   The next practicality is when the mage finally begins spell casting. Controlled combustion; when a mage passes all exams, including the core theories and the two fundamental practicalities, all that remains is to cast their first flame. Although the easiest spell to cast of the element, it can take several tries to achieve proper casting for many. Upon a single successful cast, the mage passes their first rite of passage.   Although it doesn't have a respective theory, this is the second and ultimate rite of passage. Casting a quick flame that lasts less than a second is easy enough for any pyromage, but to be effective outside a classroom setting, they must be able to hold flames for longer than a single second. To cast the Ember spell, this final test is the final practicality that stands between mage and pyromage.

Fighting Style

Because Ignis Elemental is primary an offensive element, its users tend to be on offensive roles in combat situations. Pyromages can create flames in the midst of a battle with ease. Should any flames be present, they can manipulate those as well. When pyromages experience combat situations, heat control, as well as manipulation, should be autonomous.   Most pyromages use their hands as their primary casting points, but it's possible to use feet as a casting location in rare cases. Even rarer, but very niche in the practical sense, is using the mouth as a cast point.   Most Ignis spells are only usable from short to medium ranged distances. They use no "fuel" once out of the pyromages influence and are susceptible to dying out at longer-ranged distances. Due to this, pyromages are front liners, moving swiftly, often defended by geomages and hydromages, and supported by Spiritualists. They are aggressive in fights, often using small but effective spells in a constant barrage to overwhelm opponents. Higher-level pyromages can cast more powerful and destructive spells quicker and can set ablaze multiple opponents at once.   Due to the nature of their combat role, pyromages have keen senses and awareness. Not every spell can be deflected by another defensive mage, nor be blocked by a spiritualist. A pyromage is always aware of their surroundings and must always be ready to react to incoming attacks, magical or physical.

Spell Castings

Casting Methods

Ignis spells are the most diverse when it comes to casting methods. It's estimated that there are over 100 ways to cast such spells. The primary casting methods are combustion, fire and forget, guided launch, stream, and targeted. Although these methods of casting are individual, at higher levels, they can be combined to create unique spells.    Combustion type spells are the easiest types of spells to cast, only requiring the Pyromancer to create flames on or near the body. Although easy to cast and generally regarded as novice spells, they can deal lethal damage in a skilled enough pyromage. The drawback to these spells is that they are only effective at very short distances. The furthest combustion spell recorded was only effective 2ft. from the caster's body.   Fire and forget aimed spells are the next most common spell types. These spells are the staple of pyromages, easy to cast, and not requiring active manipulation of flames. The pyromage aims the spell then fires a flaming projectile with high velocity. Once out of the caster's control, the spell is on its own, the caster already having forgotten it and ready to cast their next attack. Hence, fire and forget. Most spells under this method of casting are effective at short to medium distances (5ft. - 100ft.), although high-level pyromages have extended this range to long-distance (around 200ft.).   Guided launch spells are slightly different than fire and forget spells as these spells are not fired off but are launched and guided by the caster's body. These spells use arched trajectories rather than linear ones and are much better against opponents behind cover. However, they are less consistent in terms of spell range and effectiveness.   Stream spells are higher level spells that require active mana expenditure as well as flame manipulation. These spells are most often cast with hands, creating a powerful and constant stream of flames to project from them. They consume the most amount of mana, requiring the pyromage to create new flames every moment of casting. Although mana guzzling, these spells are the most aggressive, able to melt away defensive spells, either from heat, force, or a combination of the two. They can also be cast together with targeted spells. Stream spells distance of effectiveness depends solely on the pyromage; some mages can only cast them at short distances, but some have also cast devastating spells that extended over 300ft.   Targeted spells are high-level castings that don't require a spell to be cast near the body. Instead, these spells are cast at a distance, usually at a minimum of 3ft. At distances less than this, the pyromage risks injuring themselves as many of these spells are higher in destructivity. Many of these spells can be combined with the stream method of casting, at the expense of burning mana at high-speed rates.   There's no limit on the range of effectiveness of targeted spells. However, the farther the cast point, the harder it is to cast a spell.   Under targeted spells is a subclass of casting method: storm casting, which are spells that concentrate enormous amounts of mana at single or multiple points, which then violently explode or erupt into powerful flames. It's also possible that the pyromage sets themselves as the cast point; however, this feat is considered master ranked, and if not performed properly, will certainly kill them.

In Various Languages

  • English - Fire
  • In'lazan'kel Sa'kul'niir - In'vur'niilkil
  • In'lazankel - In'vurnikiil
  • Yolniir Inlazankel - Invurnikiil
  • Havsh'gmayn - Ghavtz 
  • Hash'raman - Gahavatz

Element Information

  • Magical Pillar - Elemental
  • Elemental Tier - Tier 1, Basic Primary
  • Magical Capabilities - Offensive & Defensive 
  • Alignment - Chaos Faction

Notable Users

  • Enrii Kalronii (Adept Rank)
  • Daniel Arena (Apprentice Rank)
  • Amanda Saleos (Expert Ranked)

From Neophyte to Pyromage Apprentice

Ignis Elemental Theory & Practicality Tree (Neophyte to Adept Ranked) by bnichs
  Across the most, if not all realms, is a similarity of the progression from neophyte mage to pyromage adept. Neophyte mages is simply a general term for a new mage in any of the three Pillars of Magic. However, all mages must work and study their ways up to the rank of novice before attaining their actual ranked title. In this case, pyromage, more specifically, Pyromage Novice.   Before a mage can attain Pyromage Novice, they spend the majority of their late childhoods to early adolescence learning about the core theories and practicalities of Ignis Elemental. How the mage learns is completely up to whatever plane of existence they live in. The core theories are learned and the core practicalities are achieved during this time.   Upon achieving a successful Ember Spell, usually by mid-adolescence, the mage formally becomes a Pyromage Novice and is ready to move onto more advanced theories involving their element. Such theories are projection theory and radiance shift theory II. The pyromage stays in this rank until they reach the next major practicality: the staple spell of pyromages, Firebolt. In addition, for slightly more talented mages, they may also be able to perform Bodily Radiance Shift. Either way, once at this point, the pyromage formally becomes a Pyromage Apprentice.   Depending on where the pyromage resides, the next step as a mage varies widely. Those living in the The Mortal Plane, graduate from the General Magisterium of Magic schooling, and are eligible to enroll in Magisterium Universities.

Advanced Pyromages

Above the rank of Pyromage Apprentice are, in order from lowest to highest, Pyromage Adept, Pyromage Expert, High Pyromage, and Master Pyromage. These ranks are generally and universally known as Advanced Pyromages across the Planes. Each rank is exponentially harder to achieve, but are not always necessary, especially in the The Mortal Plane, to use as a source of a means of living. In The Mortal Plane, a Pyromage Apprentice is enough to get a decent paying job in its respective workforce.   However, in other realms, especially Infernus, and regarding the Noble Houses, achieving higher ranks is necessary. The ability to kill deadly demons and to show off great power to bring pride to one's house is a way of life for them.

Ignis Spells

Novice Level

Ember: The staple spell of any Pyromage. The Pyromage can sustain a flame and manipulate it into an orb in their hand. The Ember serves no real combat purpose and is more a rite of passage, if anything at all.   Combustion: A quick, controlled, explosion of flame (usually from the hand(s)). Only usable within arms reach, this spell is primarily used defensively. Although only the most basic spell of a pyromage's arsenal, in the right hands, can be used efficiently and even used to deal fatal blows. Also considered the go-to spell to create campfires.   Novice Bodily Warmth: A weaker version of Bodily Warmth. The pyromage heats the air around them by 10°F. Useless in combat, but anyone casting this on a cold night is sure to make plenty of friends.

Apprentice Level

Firebolt: The staple spell of Ignis Elemental. An orb of fire is created and launched in a linear trajectory to a targeted location. The firebolt does not explode on impact but can burn and ignite certain materials, like wood and fabrics.   Bodily Warmth: Possibly the most convenient Ignis spell, the pyromage heats the air around them by 32°F (or at least until the air reaches combustion point). Useless in both combat and anywhere where temperatures don't reach freezing levels, but at least the pyromage can keep those close to them from freezing.

Adept Level

Combusting Fire Sphere/Fireball: The most renowned spell of Ignis Elemental and a pyromages go-to spell for destruction. A large sphere of controlled flame and combustible gas is created and launched in an arced motion or launched in a linear trajectory. The sphere explodes upon impact and is highly effective against Terra spells. Higher-level pyromages can cast more powerful fireballs and even detonate them mid-flight.   Flame Shield: Primarily a defensive spell, the pyromage creates a sustained shield of flame that can absorb incoming Ignis spells. Most often cast via one hand and can be amplified with a dual-hand cast. Useless against most non-Ignis spells and can obscure vision if not used properly.   Flame Surge: An offensive, constant stream of fire. It has a short distance, and the stream has low pressure.

Expert Level

Burning Jets: A constant, highly pressurized stream of intense fire that can reach mid-range distances. Will severely burn anyone coming into contact with the stream, and the pressure is enough to penetrate some Terra defenses.   Torrents of Torment: One of Amanda Saleos's spells. With her expertise in Ignis elemental, she is able to create one to two massive torrents of intense pressurized flame that borders Infernos elemental. Each torrent is capable of reaching a diameter of 4ft. (1.2m) and extending 60ft. (18.3m). Those unlucky to face this spell are only left with charred corpses. Can also be cast with Amanda's use of the Saleos Crimson Flame to create her signature spell: Saleos Crimson Execution.   Flame Guardian Cloak: A defensive and sustained cloak of spiraling flames around the caster that wards off anyone or thing that gets too close. Difficult to cast and sustain, but is one of pyromage's best defensive spells as it can both absorb and defect many other Ignis spells. Unlike flame shield, this spell has minimal impact on its user's visibility. More talented mages can also cast this on others.   Fire Whip: Both an offensive and defensive spell, the pyromage creates a semi-tangible stream of fire that is then manipulated like a whip.   Bursting Projected Fire Sphere: Similar to fireball, this spell creates a large sphere of combustible gases. Instead of launching it, the caster bursts the sphere while holding it, launching several (up to tens) of firebolts. Often also called the Pyromage's Shotgun.

High Level

Engulfing Flames: A targeted, offensive spell that is cast from a distance at a targeted point. At the targeted point, the pyromage casts a powerful combustion that completely engulfs foes.   Firestorm: A destructive and violent explosion of fire that has the pyromage as the cast point. Those within the kill radius are killed by the shockwave or have their airways seared. Those outside the kill radius are ignited or hit by debris.   Hellstorm: A massive and powerful fireball is thrown or launched at a targeted location. At will, the pyromage explodes the fireball, resulting in hundreds of firebolts to launch from it. If launched and exploded from above a target, the firebolts all rain hell.   Burning Pillar: A pillar of fire erupts from the ground at a targeted location. In addition to burning the target, the force also launches the victim upwards.

Master Level

Chaotic Aerial Storm: Similar to hellstorm, but instead of firebolts being violently projected from the initial fireball, hundreds of smaller other fireballs are projected.   Devil's Grip: Whips of flame are created around a target from a distance, pressing into them as they burn.   Macropyre: Considered to be one of the most destructive spells known, the pyromage focuses on igniting everything around them. Upon cast, flames are raised in the desired area of effect; everything and everyone burned until no more than ashes remain. Entire towns and cities have been destroyed due to this spell.

Strengths & Weaknesses

By nature, Ignis is elemental is weak to Aqua elemental. Ignis seeks to create heat, to create chaos. In contrast, Aqua seeks to dispose of that which creates chaos and restore harmony. Although incredibly difficult, it's possible for a pyromage to overcome this weakness by creating heat faster than a hydromage strips it of. There are those who argue that intense heat without coming into contact with water will boil the liquid, thus allowing Ignis to beat Aqua. However, such a phenomenon has only ever been performed in controlled settings and never before in a combat situation. The argument that Ignis can "beat" Aqua is thus deemed void.   Ventus elemental is both a friend and foe to Ignis elemental, depending on circumstances. Ignis is a friend with Ventus when used in conjunction with it. The winds of Ventus can fan flames and intensify them, greatly amplifying a pyromage's flames. However, this only true when winds are in directional favor of Ignis. When in oppositional direction, winds can negate a fire projectile, causing it to die or explode mid-flight. Due to Ventus able to both help or be detrimental to Ignis elemental, it is considered neutral to it.   A natural defense to fire is the very ground. Unfortunately for Ignis elemental, is weak to Terra elemental. The flames of Ignis have difficultly in burning through many of structures that Terra can create. Many firey projectiles are also negated by Terra projectiles; a firebolt meeting a terra spike head-on will die upon impacting the spike, but the spike continuing its flight. Brute force is the only real way that Ignis can ever beat Terra, and even the amount of effort to cast one explosive Ignis spell is much greater than creating a basic terra shield.

In Relation to Other Elements

Because both Ignis and Aqua elementals completely oppose each other in both theories and practicalities, they can never be combined to form a new element. Ignis and Ventus elemental, when combined together, create Vexamen elemental. Ignis and Terra elemental, when combined together, create Crystallo elemental.

Comments

Please Login in order to comment!