# Fire Magic — Elemental Combat Reference

Fire magic within Runic Flow. All base rules from `runic-flow-rules.md` apply — anchoring, finite energy, complexity cost, trace residue, intent binding. This document covers technique taxonomy, energy costs, equipment, and practitioner profiles.

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## Overview

Fire is one of the elemental disciplines within Runic Flow. Approximately 20% of Corvel's population can use magic, but most practitioners learn a narrow specialty and stay within defined parameters. Fire mages are common enough — what's rare is combining fire-weaving with physical combat, or pushing standard techniques past their intended tolerances.

Fire magic requires the same anchoring as any Runic Flow working: a rune, a phrase, a material component, or a combination. The fire itself is shaped arcane energy manifesting as thermal output — not conjured flame in the theatrical sense, but directed heat structured through the practitioner's framework. The output responds to the practitioner's training, their anchoring method, and environmental conditions (particularly ambient magical residue, which can amplify or dampen output unpredictably).

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## Technique Taxonomy

Fire techniques are organised by function rather than named spells. A trained fire mage learns principles, not a catalogue. The four categories below cover the operational range from individual combat to area control.

### 1. Projection — Directed Fire at a Target

The most common combat application. Fire-weave is generated and directed at a specific target along a controlled path.

**Standard techniques:**

- **Snap projection:** Quick, short-range burst. Minimal charge time. Effective at 5–6 feet unassisted, 12–15 feet ring-assisted. The default combat response — fast, cheap, reliable. Scorches but rarely ignites flammables at thin weave.
- **Sustained thread:** A continuous line of fire-weave held on target. Requires integrated casting — fire and targeting operating as one system. Duration limited by the practitioner's ability to maintain the integration before conscious correction takes over and introduces drift. Standard mages hold 6–8 seconds. Phelan's current ceiling: 13 seconds (see Training Progression below).
- **Focused strike:** A tight-arc projection — not a broad wash but a concentrated line of force. Higher penetration, lower area coverage. Effective against hardened or crystalline targets (see Ch07: resonance crawlers, where crystalline growths cracked on impact).

**Advanced variations:**

- **Ring-assisted projection:** Secondary anchor point (focusing ring) refines and extends output. See Focusing Ring section below for full specification.
- **Charged projection:** Sustained charge through ring before release. Longer charge = more range OR thicker weave, not both. See Charge-to-Range Table below.
- **Integrated melee-fire:** Physical combat strikes combined with simultaneous spell work. Extremely rare in Corvel — most mages only know spells and fight at range. Requires muscle memory for both disciplines operating in parallel, not sequence. When the integration fails, it degrades to sequential (physical action, then fire, with a delay gap). Phelan's integration: functional but not smooth; body carries the skill from teenage practice, stamina still rebuilding.

### 2. Area Denial — Fire Spread Across Space

Techniques that control space rather than target individuals. Higher energy cost, broader tactical application.

**Standard techniques:**

- **Thermal screen:** A flat plane of heated air between the caster and a threat. Doesn't stop a determined charge but forces angle changes and buys positioning time. Standard cost: ~3% reserves. In high-residue environments, cost doubles (see Ch15: 7% for a screen that should cost 3%).
- **Dispersal pattern:** Fire-weave released in a broad fan rather than a directed line. Covers a wide arc, lower intensity per unit area. Effective for flushing targets from cover or discouraging group advances. Generates significant arcane residue.
- **Ember wall:** A sustained barrier of heated particulate — not solid flame but a curtain of superheated material that damages anything passing through. Higher sustained energy cost than a thermal screen. Requires material to heat (stone dust, debris, organic matter in the environment).

**Advanced variations:**

- **Saturation (Leon's signature):** Volume-based area denial. Multiple simultaneous low-to-medium intensity fire workings across a broad area. Not precise — designed to overwhelm rather than target. Leon's 50-simultaneous-fire-spells rescue (Ch17/Book 2) is the extreme application: brute-force area saturation that makes the entire engagement zone uninhabitable. Requires enormous reserves and the ability to generate many workings in parallel. Most fire mages can manage 2–3 simultaneous outputs; Leon's parallel generation capacity is exceptional.

### 3. Infusion — Fire Applied to Objects

Fire-weave channelled into or onto a physical object rather than projected through space.

**Standard techniques:**

- **Blade infusion:** Fire-weave sustained along a weapon's edge or surface. Adds thermal damage to physical strikes. Low ongoing cost (~3% per minute sustained) but requires split attention between the infusion and physical combat. Most practitioners can't maintain both effectively.
- **Material ignition:** Directed heat applied to a specific object to cause combustion. More controlled than projection — the fire is placed, not thrown. Used for practical purposes (lighting, demolition, signalling) as often as combat.

**Advanced variations:**

- **Thermal charge:** Fire-weave compressed into a small object or material packet, held in potential state, released on impact or trigger. Requires precise compression — too much and the charge destabilises during transport; too little and the release is underwhelming. The compression technique is the difficult part; the release is just removing the containment.
- **Residue-fed infusion:** In high-residue environments, ambient magical energy can be channelled into the infusion, amplifying output beyond what the practitioner's reserves alone would produce. Unpredictable — the residue composition determines whether the amplification helps or introduces instability (see Environmental Variability below).

### 4. Shaping — Sustained Real-Time Manipulation

The most skill-intensive category. Active, continuous control of fire-weave behaviour after generation.

**Standard techniques:**

- **Weave control:** Adjusting a fire-weave's direction, intensity, or shape in real time during projection. All competent fire mages do this to some degree — the difference between a trained practitioner and a novice is how much mid-flight correction they can apply without losing coherence.
- **Compression:** Tightening a fire-weave's cross-section to increase intensity at the cost of coverage. Used when precision matters more than area — threading fire past obstacles, targeting structural weak points.
- **Expansion:** Widening a fire-weave's cross-section to increase coverage at the cost of intensity. The inverse of compression. Used for area denial when a full dispersal pattern is too expensive.

**Advanced variations:**

- **Arc shaping (ring whip):** Using the focusing ring's convergence architecture to shape the fire-weave into a curved or whip-like trajectory. The ring's focal point acts as a pivot, allowing the weave to follow non-linear paths. Requires intuitive understanding of the ring's convergence behaviour — the ring shapes the output, but the practitioner must work with the shaping rather than against it.
- **Environmental compensation:** Real-time adjustment of weave parameters to account for variable ambient conditions (residue pockets, air density, magical interference). In stable environments, a trained mage sets parameters and fires. In variable environments (like Velken's Drift), every working requires active shaping to produce consistent results. The same ring, the same technique, different result depending on local concentration.

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## Energy Cost Reference

All costs assume standard environmental conditions (no significant ambient residue). In high-residue environments, costs may double (confirmed in Ch14–15: Velken's Drift mine operations).

| Technique | Reserve Cost | Notes |
|-----------|-------------|-------|
| Snap projection (unassisted, 5–6ft) | ~3–5% | Baseline combat working |
| Snap projection (ring-assisted, 12–15ft) | ~3–5% | Ring extends range, doesn't increase cost significantly |
| Standard whip/thread (20ft) | ~5–7% | Sustained output, moderate drain |
| Charged whip (30ft) | ~8–12% | Extended charge time, higher drain |
| Full charge (40ft) | ~15–20% | Maximum ring-assisted range, significant drain |
| Thermal screen (standard) | ~3% | Flat plane, basic positioning tool |
| Thermal screen (high-residue) | ~7% | Confirmed Ch15 — doubled by environment |
| Blade infusion | ~3%/minute | Sustained cost, requires split attention |
| Dispersal pattern | ~10–15% | Broad coverage, high residue generation |
| Focused strike (tight arc) | ~4–6% | Higher penetration, lower area |

**Reference baselines from Book 1:**

- **Ch07 (Barrows):** Five workings against three resonance crawlers at 5–6ft unassisted range = ~100% reserves (started at full, ended depleted). No ring. No bracelet buffering. Stamina at its lowest point.
- **Ch14 (mine dogs):** Four ring-assisted workings at 8–12ft = ~30% reserves. Ring efficiency + partial residue amplification. First field use of ring.
- **Ch15 (bandits):** Five ring-assisted workings + one thermal screen at double residue rate = ~45% reserves (from 70% to ~25–26%). Bracelet wellspring then pushed reserves to ~32–34%.

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## Equipment: Focusing Ring

### Specification

- **Builder:** Jonael Carterson
- **Origin:** Depth-staggering principle from Phelan's knife thermal distribution fix (Ch09). Carter applied the concept to a new form factor.
- **Construction:** Wide band of dark metal, matte-finished. Three staggered channel depths in spiral pattern. Convergence architecture at focal point on outer face.
- **Function:** Secondary anchor point for fire-weave projection. Fire-weave projects from ring's focal point instead of directly from hand. Refines and extends output — "clean output from dirty input."
- **Cost:** 12 silvers (materials only — labour donated by Carter, technique credited to Phelan).
- **Worn:** Right index finger.

### Range Improvement

Unassisted fire-weave: 5–6 feet reliable range.
Ring-assisted fire-weave: 15–20 feet standard, up to 40 feet with sustained charging (trained limit).

The improvement is multiplicative, not additive. The ring doesn't add a fixed distance — it refines the output geometry so the weave maintains coherence over greater distance.

### Sustained Channelling — Charge-to-Range Table

Longer charge through the ring before release produces greater range OR thicker weave. The practitioner chooses one axis per working — range and thickness trade against each other.

| Charge Level | Duration | Range | Weave Character | Ring Strain |
|-------------|----------|-------|----------------|-------------|
| Snap | <1 second | ~15ft | Thin, scorching. Fast deployment. | None |
| Short | 1–2 seconds | ~20ft | Standard combat weight. Reliable ignition. | Minimal |
| Medium | 3–4 seconds | ~25–30ft | Full combat weight. Consistent ignition of flammables. | Noticeable vibration |
| Full | 5–7 seconds | ~35–40ft | Maximum range OR thick weave (not both). Heavy ignition capability. | Significant vibration — approaching channel erosion threshold |

**Thickness vs. range trade-off:** At medium and full charge, the practitioner decides where the accumulated energy goes. A 4-second charge can produce a 30ft thin thread or a 20ft thick weave. The thick weave ignites flammables reliably; the thin thread at distance scorches but may not sustain combustion.

### Ring Strain

The ring's convergence architecture has physical tolerances. Pushing output past the ring's designed parameters produces measurable feedback:

- **Vibration in the metal** — the first warning. Convergence channels destabilising under load. Carter's instruction: "Pull back immediately."
- **Safe operational limit:** ~20ft standard projection. Below this, the ring operates within design tolerance.
- **Trained limit:** ~30ft with sustained charging. Requires practice to read the ring's feedback and stay below the destabilisation point. Achievable with daily training over weeks.
- **Maximum theoretical limit:** ~40ft at full charge. Risks channel erosion — permanent degradation of the inscription architecture if sustained or repeated. Emergency use only.

The vibration threshold is a physical, mechanical warning — not a magical limit. The ring's metal and inscription work have tolerances the same way a bridge has load limits. Exceeding them doesn't produce a dramatic failure; it produces cumulative wear that degrades future performance.

### Book 2 Training Development

**Timeline:** ~3 months of daily training with Leon D'Nardis (post-Book 1 epilogue through Book 2 opening).

**Training focus:** Sustained channelling through the ring — extending the duration of integrated casting (fire + targeting + movement as one system) before conscious correction introduces drift.

**Progression:**
- Book 1 epilogue: 12 seconds integrated casting (ceiling)
- Book 2 Ch01: 12.5 seconds (ceiling moved under sparring conditions — Leon's volume vs. Phelan's precision)
- Book 2 Ch02: 13 seconds (ugly, 50% success rate under accuracy conditions — sustained thread at chalk target, 12 paces)

**Key technical issue:** Targeting locks in around 9 seconds. Before that window, environmental disruption (Leon's push, ambient interference) causes compensation rather than absorption. The fix is not more precision — it's teaching instinct to handle longer input duration without handing off to conscious correction, which overcorrects.

**The micro-pulse:** The ring has a stabilisation rhythm — a micro-pulse every ~1.3 seconds that the bracelet's buffering doesn't quite sync with. Below 12 seconds, Phelan's targeting instinct absorbs the pulse naturally. Past 12, the instinct saturates and conscious control takes over, introducing the drift.

**Training method:** Leon provides environmental pressure (heat wave from off-angle) at variable timing during sustained thread exercises. The pressure tests whether Phelan is absorbing disruption structurally or compensating reactively. Early push (before 9-second lock-in) is the current weakness.

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## Environmental Variability

Fire-weave output is affected by ambient magical residue. This is not theoretical — it was confirmed repeatedly during Velken's Drift mine operations (Ch14–15).

**Effects:**
- **Amplification:** Residue pocket feeds additional energy into the working. Output exceeds calibration. The first mine dog (Ch14) took more fire than intended — ambient energy in the stone added to the output.
- **Dampening:** Different residue composition suppresses the working. Output falls below calibration. The second mine dog (Ch14) — fire-weave sputtered, weak hit. Ring vibrated at threshold.
- **Neutral:** Some areas have residue that neither amplifies nor dampens. Output matches calibration.
- **Cost multiplication:** Even when output is neutral, the energy cost of generating workings in high-residue environments increases. Ch15 confirmed: every working cost roughly double standard rate.

**Operational implication:** In variable-residue environments, output is unpredictable. Same ring, same technique, different result depending on local concentration. Adjust by feel, not formula. Don't trust consistent output.

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## Notable Practitioners

### Phelan Varrant — Integrated Combat

Phelan's fire magic is unusual not for its power but for its integration with physical combat. He learned fire-weaving as a child (response to bullying), practised obsessively as a teenager, then let the skill atrophy for approximately three years before guild work forced its revival.

**Strengths:**
- Melee + magic combination (rare in Corvel — most mages fight at range only)
- Muscle memory carries the skill even when stamina fails
- Ring-assisted projection extends engagement distance from 5–6ft to 15–20ft standard, up to 40ft charged
- Bracelet wellspring provides autonomous energy buffering during sustained combat

**Weaknesses:**
- Stamina still rebuilding after years of dormancy
- Integration degrades under sustained load (sequential instead of simultaneous fire + physical action)
- Conscious correction introduces drift past 13 seconds sustained casting
- Environmental variability in residue-heavy areas forces constant real-time adjustment

**Combat style:** Close-to-mid range. Ring projection for initial engagement, physical strikes (elbows, redirects) when targets close distance or fire sputters. Reads the tactical geometry — target selection based on threat assessment (remove ranged threats first, screen vulnerable allies, close and finish stunned targets physically).

### Leon D'Nardis — Volume and Saturation

Leon's fire magic is the brute-force complement to Phelan's precision. Where Phelan threads a single working through a gap, Leon fills the space with enough workings that gaps become irrelevant.

**Strengths:**
- Exceptional parallel generation — can produce dozens of simultaneous fire workings where most mages manage 2–3
- Saturation tactics — overwhelming area coverage rather than precision targeting
- Large personal reserves (supports high-volume output)
- Layered ignition technique (traded to Phelan during training)

**Weaknesses:**
- Volume approach is energy-expensive
- Less effective against targets that require precision (structural weak points, focused penetration)
- Input flooding philosophy (see Exploit #2) occasionally sacrifices efficiency for coverage

**Combat style:** Mid-to-long range. Area saturation, environmental pressure, cover fire. Functions as force multiplier for precision operators like Phelan — Leon controls the space while Phelan works within it.

### Common Fire Mage Approaches

Most fire mages in Corvel:
- Learn 2–3 standard techniques within one category (usually Projection)
- Fight at range only — no melee integration
- Hold sustained casting for 6–8 seconds before drift
- Operate within a single environmental condition (don't adapt well to variable residue)
- Use no focusing equipment beyond standard anchoring (rings, staves, and other secondary anchors are specialist tools, not standard kit)

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## Cross-References

- **Runic Flow base rules:** `/world/magic/runic-flow-rules.md`
- **Exploits log (combat logs):** `/world/magic/exploits-log.md` — see Combat Logs for Ch14 (mine dogs) and Ch15 (bandits) for field performance data
- **Focusing ring specification:** `/world/magic/exploits-log.md` — Equipment: Focusing Ring entry
- **Bracelet wellspring:** `/world/magic/exploits-log.md` — Discovery entries for Ch15 and Ch17
- **Economy (ring cost):** `/world/economy.md`

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*Last updated: Book 2 Ch02 draft. Fire combat training at 13 seconds integrated (ugly, 50% success rate). Ring sustained channelling mechanics documented from training progression.*
