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The element of fire was one of the four fundamental building blocks of matter, both useful and dreadful, warming and consuming, changing and purifying.[1][2] Despite elements generally playing a neutral role in the cosmos, fire was seen as aggressive and evil by many.[1][3][4][5]

Cosmology

Fire manifested its position in the cosmos as the Elemental Plane of Fire, one of the Inner Planes.[6][3] The element was also represented there in living form as fire elementals.[3]

The ruler over the portfolio of fire in Faerûn and Zakhara was the elemental lord Kossuth,[2][7] while in the Maztican pantheon it was held by Tezca.[8] Moradin of the dwarves[9] and Flandal Steelskin of the gnomes also had a special interest in fire as it was used in the forge.[10] Talos, the draconic deity Garyx, and the giant power Surtr administered the destructive side of fire.[11][12][13] The evil archomental Imix also worked to wrest the claim over the element of fire away from Kossuth, but the greater power remained firmly in control.[14][3]

Magic

School of elemental fire

Many magical spells utilized the element of fire.[15] Elemental fire was recognized as a "school of effect" (rather than one of the eight traditional schools of magic).[16][17] Wizards specializing in this school were called fire elementalists.[17] Fire was opposed to the element of water, both as a school of magic[17] and as a worldview.[2][18]

Magic-users in Zakhara had a similar but not identical notion of fire magic in the form of the province of flame.[19]

Divine fire magic

A number of deities granted divine spells that relied on the element, either in the form of the elemental fire sphere,[20] or the fire domain.[21][22]

Celestial bodies

Spacefarers also used the four elements to distinguish different types of celestial bodies present in the crystal spheres. Fire bodies were often found at the center of a crystal sphere, giving light and warmth to all its worlds. The sun of Realmspace (as its only fire body) was just such an example.[23][24][25]

Appendix

See also

References

  1. 1.0 1.1 David "Zeb" Cook (1994). Planescape Campaign Setting, A DM Guide to the Planes. Edited by David Wise. (TSR, Inc), pp. 26, 30. ISBN 978-1560768340.
  2. 2.0 2.1 2.2 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 88–89. ISBN 978-0786903849.
  3. 3.0 3.1 3.2 3.3 Monte Cook and William W. Connors (December 7, 1998). The Inner Planes. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), pp. 40–49. ISBN 0-7869-0736-3.
  4. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 8. ISBN 1-56076-828-2.
  5. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), pp. 41–42. ISBN 978-1560763581.
  6. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 256–257. ISBN 0-7869-1836-5.
  7. Jeff Grubb (August 1992). Land of Fate (Adventurer's Guide to Zakhara). (TSR, Inc), p. 57. ISBN 978-1560763291.
  8. Douglas Niles (August 1991). “Gods & Battles”. Maztica Campaign Set (TSR, Inc.), p. 28. ISBN 1-5607-6084-2.
  9. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 94. ISBN 0-7869-1239-1.
  10. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), pp. 177–178. ISBN 0-7869-1239-1.
  11. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 155–156. ISBN 978-0786903849.
  12. Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), pp. 25–26. ISBN 0-8803-8876-5.
  13. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 221. ISBN 0-7869-2759-3.
  14. Wizards of the Coast (April 2015). Villains: Cult of the Eternal Flame (HTML). Wizards of the Coast. Retrieved on 2015-04-26.
  15. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 151. ISBN 1-56076-107-5.
  16. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 16–19. ISBN 0-7869-0394-5.
  17. 17.0 17.1 17.2 Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 9. ISBN 1-56076-107-5.
  18. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 78–80. ISBN 978-0786903849.
  19. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 111. ISBN 978-1560763581.
  20. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 34. ISBN 0-88038-716-5.
  21. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 63. ISBN 0-7869-1836-5.
  22. Template:Cite book/Player's Handbook 3.5 edition
  23. Jeff Grubb (1989). AD&D Adventures in Space (Concordance of Arcane Space). (TSR, Inc.). pp. 74-76. ISBN 0-88038-762-9.
  24. Jeff Grubb (1989). AD&D Adventures in Space (Lorebook of the Void). (TSR, Inc.). pp. 87-95. ISBN 0-88038-762-9.
  25. Dale "slade" Henson (April 1991). Realmspace. Edited by Gary L. Thomas, Karen S. Boomgarden. (TSR, Inc), pp. 5–6. ISBN 1-56076-052-4.

External links

Connections

The Building Blocks of the Multiverse
Elements

AirEarthFireWater • (Wood)
Energies

Negative energyPositive energy
Schools of Magic
AbjurationConjurationDivinationEnchantmentEvocationIllusionNecromancyTransmutationUniversal
Schools of effect
AirEarthFireWaterDimensionIncantationShadow
Schools of thaumaturgy
ArtificeSongWild magic
Zakharan provinces of magic
FlameSandSeaWindUniversal
Netherese Fields of Mythal
InventiveMentalismVariation
Others
ChronomancyHishnaPlumaPaths of power
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