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:See also, [[Magic schools]].
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{{Wow-article}}
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:''Were you looking for [[magic schools (RPG)|magic schools in the Warcraft RPG]] or in general [[Magic schools (lore)|lore]]?''
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Every [[ability]], [[power]], or [[spell]] belongs to one of seven '''magic schools''' which define what can be done to [[absorb]], [[immune|immunize]] against, or [[resist]] it. Your [[resistance]] against five of these schools was displayed in your [[Paper doll|character information]], but resistance as a game mechanic was removed with {{mists-inline}} Mists of Pandaria.
   
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If you are a caster, and an opponent uses {{ability|Counterspell}}, {{ability|Spell Lock}}, {{ability|Kick}}, {{ability|Shield Bash}}, {{ability|Pummel}}, {{ability|Wind Shear}}, or {{ability|Mind Freeze}} on you while you're casting a spell, these and other abilities will not only interrupt that spell but also to prevent you from casting any spell in that school for some amount of time. It's good to know what schools your abilities are in so you can switch to another when this happens. It's fairly clear for [[Mage]]s (the school of the spell is the same as the tree it falls under) and [[Warlock]]s (if it doesn't involve fire, it's Shadow). For other classes it's not always clear. Fortunately, the tooltip of any damage spell will specify the type of damage it does. [[Warrior]]s are the only class that strictly deals only one damage type, that being Physical. [[Hunter]]s and [[Shaman]]s have the most varied damage types, with both being able to deal Physical, Nature and Fire damage, as well as Arcane and Shadow for Hunters and Frost for Shaman.
Every [[ability]], [[power]], or [[spell]] belongs to one of seven '''magic schools''' which define what can be done to [[absorb]], [[immune|immunize]] against, or [[resist]] it. Your [[resistance]] against five of these schools are displayed in your [[Paper doll|character information]].
 
 
If you are a caster, and an opponent uses [[Counterspell]], [[Spell Lock]], [[Kick]], [[Shield Bash]], [[Pummel]], [[Wind Shear]], or [[Mind Freeze]] on you while you're casting a spell, these and other abilities will not only interrupt that spell but also to prevent you from casting any spell in that school for some amount of time. It's good to know what schools your abilities are in so you can switch to another when this happens. It's fairly clear for [[Mage]]s (the school of the spell is the same as the tree it falls under) and [[Warlock]]s (if it doesn't involve fire, it's Shadow). For other classes it's not always clear. Fortunately, the tooltip of any damage spell will specify the type of damage it does. [[Warrior]]s are the only class that strictly deals only one damage type, that being Physical. [[Hunter]]s and [[Shaman]]s have the most varied damage types, with both being able to deal Physical, Nature and Fire damage, as well as Arcane for Hunters and Frost for Shaman.
 
   
 
== Physical ==
 
== Physical ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Physical 32x32.png]]</div>
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Physical 32x32.png]]</div>
Not presented as magic to the user, but treated as a school by the game mechanics. All classes use [[physical]] type damage, as attacking with a weapon falls into this school; the target can use [[Defense]] to avoid the attack, a shield to [[Block]] it, the [[Parry]] skill to block it with a weapon, and [[Armor]] to resist some of the damage if all else fails. Damage taken is physical damage. Most [[Warrior]] and [[Rogue]] abilities are Physical. [[Death Knight]] abilities obtained by spending talent points in the Blood Tree do physical damage. The [[Armor penetration]] skill also only ever applies to physical damage dealt.
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Not presented as magic to the user, but treated as a school by the game mechanics. All classes use [[physical]] type damage, as attacking with a weapon falls into this school; the target can use [[Defense]] to avoid the attack, a shield to {{ability|Block}} it, the {{ability|Parry}} skill to block it with a weapon, and [[Armor]] to resist some of the damage if all else fails. Damage taken is physical damage. Most [[Warrior]], [[Rogue]], and [[Monk]] abilities are Physical. [[Death Knight]] abilities obtained by spending talent points in the Blood Tree do physical damage. The [[Armor penetration]] skill also only ever applies to physical damage dealt.
   
Some physical abilities, like [[Demoralizing Shout]] and [[Thunder Clap]], are treated like spells. These abilities have a basic resistance chance, but otherwise can't be avoided. This resistance can't be increased.
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Some physical abilities, like {{ability|Demoralizing Shout}} and {{ability|Thunder Clap}}, are treated like spells. These abilities have a chance to miss like all spells, which can be offset by [[Hit]] rating, but resistance to these abilities cannot be increased.
   
 
== Arcane ==
 
== Arcane ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Arcane 32x32.png]]</div>
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{{main|Arcane magic#In World of Warcraft}}
 
{{seealso|List of arcane abilities}}
 
{{seealso|List of arcane abilities}}
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Arcane 32x32.png]]</div>
 
[[Arcane]] magic is typically utility magic that causes various effects rather than dealing direct damage, and is used by [[mage]]s, [[druid]]s, [[hunter]]s, and [[blood elf|blood elves]].
 
[[Arcane]] magic is typically utility magic that causes various effects rather than dealing direct damage, and is used by [[mage]]s, [[druid]]s, [[hunter]]s, and [[blood elf|blood elves]].
   
 
Most non-damaging magical [[hunter]] abilities, including [[Silencing Shot]], [[Hunter's Mark]], [[Misdirection]], and [[Distracting Shot]] are Arcane-based. [[Arcane Shot]], however, is a main source of direct damage, as is the [[druid]]s' [[Moonfire]] and [[Starfire]]. Also, the [[blood elf]] racial ability [[Arcane Torrent]] is Arcane-based. (Before patch [[Patch_3.0.2|3.0.2]], night elf priests could do Arcane damage with [[Starshards]].)
 
Most non-damaging magical [[hunter]] abilities, including [[Silencing Shot]], [[Hunter's Mark]], [[Misdirection]], and [[Distracting Shot]] are Arcane-based. [[Arcane Shot]], however, is a main source of direct damage, as is the [[druid]]s' [[Moonfire]] and [[Starfire]]. Also, the [[blood elf]] racial ability [[Arcane Torrent]] is Arcane-based. (Before patch [[Patch_3.0.2|3.0.2]], night elf priests could do Arcane damage with [[Starshards]].)
   
The true masters of the Arcane, however, are [[mage]]s. For mages, the Arcane school is primarily a utility line rather than a damage line. Any spell from a mage's Arcane ability category is of the Arcane school, including four spells that do damage ([[Arcane Missiles]], [[Arcane Explosion]], [[Arcane Blast]], [[Arcane Barrage]]) and a very broad range of utility spells: [[Polymorph]]s, [[Arcane Intellect]], [[Mana Shield]], [[Mage Armor]], [[Blink]], [[Teleport]]s, [[Portal (Spell)|Portal]]s, [[Counterspell]], and Conjured [[Conjure Mana Stone|Gem]]s, [[Conjure Food|Food]], and [[Conjure Water|Water]].
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The true masters of the Arcane, however, are [[mage]]s. For mages, the Arcane school is primarily a utility line rather than a damage line. Any spell from a mage's Arcane ability category is of the Arcane school, including four spells that do damage ([[Arcane Missiles]], [[Arcane Explosion]], [[Arcane Blast]], [[Arcane Barrage]]) and a very broad range of utility spells: [[Polymorph]]s, [[Arcane Intellect]], [[Mana Shield]], [[Mage Armor]], [[Blink]], [[Teleport]]s, [[Portal (Spell)|Portal]]s, [[Counterspell]], and [[Conjure Mana Gem]]s, [[Conjure Food|Food]], and [[Conjure Water|Water]].
   
Hostile Arcane spells (including those that do no damage) can be resisted; there are items that increase one's [[Arcane resistance]].
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Hostile Arcane spells (including those that do no damage) can be resisted; there are items that increase one's [[Arcane resistance]]. Arcane is the only resistible magic school against which players cannot increase their Resistance via class abilities, short of abilities which increase all Resistances like [[Mark of the Wild]].
   
 
== Fire ==
 
== Fire ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Fire 32x32.png]]</div>
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{{main|Fire magic#In World of Warcraft}}
 
{{seealso|List of fire abilities}}
 
{{seealso|List of fire abilities}}
Spells of the [[Fire]] school typically inflict damage, which can be [[direct damage]] and/or [[DoT|damage over time]]. [[Mage]]s and [[Warlock]]s use it as one of their primary source of damage, while [[Shaman]]s, [[Hunter]] [[trap]]s, and [[Engineering|engineers]] also use the Fire school.
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Fire 32x32.png]]</div>
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Spells of the [[Fire]] school typically inflict damage, which can be [[direct damage]] and/or [[DoT|damage over time]]. [[Mage]]s and [[Warlock]]s use it as one of their primary sources of damage, while [[Shaman]]s, [[Hunter]] [[trap]]s, and [[Engineering|engineers]] also use the Fire school.
   
Many spells and environmental effects (such as lava) do Fire damage. The class most associated with the ability to control fire is the [[Mage]]. Fire is also one of the fundamental elements that Shamans can manipulate with their Totems. To a lesser extent, [[Warlock]]s can also deliver Fire damage. Warlocks specced heavily into their [[Destruction]] talent tree are sometimes called "Firelocks". Hunters' [[Immolation Trap]], [[Explosive Trap]] and [[Explosive Shot]] also deal Fire damage; similarly, explosives and damaging trinkets created by [[Engineers]] typically do Fire damage. Mages can absorb Fire damage with [[Fire Ward]].
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Many spells and environmental effects (such as lava) do Fire damage. The class most associated with the ability to control fire is also the [[Mage]]. Fire is also one of the fundamental elements that Shamans can manipulate with their Totems. To a lesser extent, [[Warlock]]s can also deliver Fire damage. Warlocks specced heavily into their [[Destruction]] talent tree are sometimes called "Firelocks". Hunters' [[Immolation Trap]], [[Explosive Trap]] and [[Explosive Shot]] also deal Fire damage; similarly, explosives and damaging trinkets created by [[Engineers]] typically do Fire damage. Mages can absorb Fire damage with [[Fire Ward]].
   
 
Like Arcane resistance, [[Fire resistance]] is a statistic that can be affected by spells and items. [[Paladins]] and [[Shaman]] can specifically increase Fire Resistance with [[Fire Resistance Aura]] and [[Fire Resistance Totem]] respectively. A Warlock's Imp can cast [[Fire Shield]] to increase fire resistance of friendly player characters and pets, but only the highest rank (Rank 6) will do so.
 
Like Arcane resistance, [[Fire resistance]] is a statistic that can be affected by spells and items. [[Paladins]] and [[Shaman]] can specifically increase Fire Resistance with [[Fire Resistance Aura]] and [[Fire Resistance Totem]] respectively. A Warlock's Imp can cast [[Fire Shield]] to increase fire resistance of friendly player characters and pets, but only the highest rank (Rank 6) will do so.
   
 
== Frost ==
 
== Frost ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Frost 32x32.png]]</div>
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{{main|Frost magic#In World of Warcraft}}
 
{{seealso|List of frost abilities}}
 
{{seealso|List of frost abilities}}
The [[Frost]] school is effective both for attack (doing damage) and defense (raising armor value). Frost spells often inflict [[snare]] or [[root]] effects, as well. [[Mage]]s, [[Shaman]]s, and the occasional [[Hunter]] [[trap]] uses the Frost school.
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Frost 32x32.png]]</div>
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The [[Frost]] school is effective both for attack (doing damage) and defense (raising armor value). Frost spells often inflict [[snare]] or [[root]] effects, as well. [[Mage]]s, [[Shaman]], [[Death Knight]]s and the occasional [[Hunter]] [[trap]] uses the Frost school.
   
Mages also have a Frost ability category, and obviously any spell in that category is of the Frost school. Of course, Shamans' [[Frost Shock]] is of the Frost school too, as well as the Hunter's [[Freezing Trap]] and [[Frost Trap]]. Mages can absorb Frost damage with [[Frost Ward]].
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[[Mage]]s and [[Death Knight]]s have Frost talent trees, and obviously any spell in those trees is of the Frost school. Of course, Shamans' [[Frost Shock]] is of the Frost school too, as well as the Hunter's [[Freezing Trap]], [[Freezing Arrow]] and [[Frost Trap]]. Water-based abilites used by bosses also fall under the frost category; for instance, [[Rokmar the Crackler]]'s Water Spit. Mages can absorb Frost damage with [[Frost Ward]].
   
 
[[Frost Resistance]] exists as a statistic as well. [[Paladins]] and [[Shaman]] can specifically increase Frost Resistance with [[Frost Resistance Aura]] and [[Frost Resistance Totem]], respectively.
 
[[Frost Resistance]] exists as a statistic as well. [[Paladins]] and [[Shaman]] can specifically increase Frost Resistance with [[Frost Resistance Aura]] and [[Frost Resistance Totem]], respectively.
 
As of [[3.0.2]] [[Death Knights]] also use a wide variety of Frost spells, especially so if specialized in the Frost tree.
 
   
 
== Nature ==
 
== Nature ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Nature 32x32.png]]</div>
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{{main|Nature magic#In World of Warcraft}}
 
{{seealso|List of nature abilities}}
 
{{seealso|List of nature abilities}}
The [[Nature]] school is usually used for nature based attacks, [[buff]]s, and curative spells. Nature damage can be [[direct damage]] (like lightning) or [[DoT|damage over time]] (like poison). This means that [[Rogue]]s (poison), [[Shaman]]s, [[Druid]]s, and [[Hunter]]s (stings) have access to Nature damage.
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[[File:Ability Nature 32x32.png|left]]
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The [[Nature]] school is usually used for nature based attacks, [[buff]]s, and curative spells. Nature damage can be [[direct damage]] (like lightning) or [[DoT|damage over time]] (like poison). This means that [[Rogue]]s (poison), [[Shaman]]s, [[Druid]]s, [[Monk]]s, and [[Hunter]]s (stings) have access to Nature damage.
   
 
Acids, [[disease]]s, and [[poison]]s inflict Nature damage, and damage from lightning is also considered part of the Nature school. Shamans' and Druids' healing spells are Nature spells, and other nondamaging spells such as [[Entangling Roots]] and [[Faerie Fire]] are in this school as well. Hunters' Stings and the [[Snake Trap]]'s viper poisons are Nature based, as are their [[Mend Pet]] and [[Revive Pet]] abilities. Rogues' poisons are also Nature based.
 
Acids, [[disease]]s, and [[poison]]s inflict Nature damage, and damage from lightning is also considered part of the Nature school. Shamans' and Druids' healing spells are Nature spells, and other nondamaging spells such as [[Entangling Roots]] and [[Faerie Fire]] are in this school as well. Hunters' Stings and the [[Snake Trap]]'s viper poisons are Nature based, as are their [[Mend Pet]] and [[Revive Pet]] abilities. Rogues' poisons are also Nature based.
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== Shadow ==
 
== Shadow ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Shadow 32x32.png]]</div>
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{{main|Shadow magic#In World of Warcraft}}
 
{{seealso|List of shadow abilities}}
 
{{seealso|List of shadow abilities}}
The opposite of Holy magic, [[Shadow]] is probably the most versatile school. Used by [[Priest]]s and [[Warlock]]s, it contains a wide variety of spells. Apart from [[Direct Damage]] and [[Damage over Time]] spells, there are various utility spells, including [[Drain]]s, [[Crowd Control]] spells, and [[Debuff]]s.
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Shadow 32x32.png]]</div>
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The opposite of Holy magic, [[Shadow]] is probably the most versatile school. Used by [[Priest]]s, [[Warlock]]s, [[Death Knight]]s and [[Hunter]]s ([[Black Arrow]]) it contains a wide variety of spells. Apart from [[Direct Damage]] and [[Damage over Time]] spells, there are various utility spells, including [[Drain]]s, [[Crowd Control]] spells, and [[Debuff]]s.
   
 
Shadow damage is dealt by dark spells such as those of the [[Priest]]'s [[Priest#Spells|Shadow Magic]] ability category and most of the Warlock's repertoire. The [[Blood Pact]] that a Warlock's [[Imp]] pet casts to boost the entire party's [[Stamina]] is a Shadow effect, as are the creation of a [[Healthstone]] or [[Soulstone]] and the summoning of demons. Warlocks can also absorb shadow damage with [[Shadow Ward]].
 
Shadow damage is dealt by dark spells such as those of the [[Priest]]'s [[Priest#Spells|Shadow Magic]] ability category and most of the Warlock's repertoire. The [[Blood Pact]] that a Warlock's [[Imp]] pet casts to boost the entire party's [[Stamina]] is a Shadow effect, as are the creation of a [[Healthstone]] or [[Soulstone]] and the summoning of demons. Warlocks can also absorb shadow damage with [[Shadow Ward]].
   
 
[[Shadow Resistance]] is the final resistance type. [[Paladin]]s and [[Priest]]s can specifically increase Shadow resistance with [[Shadow Resistance Aura]] and [[Shadow Protection]], respectively.
 
[[Shadow Resistance]] is the final resistance type. [[Paladin]]s and [[Priest]]s can specifically increase Shadow resistance with [[Shadow Resistance Aura]] and [[Shadow Protection]], respectively.
 
As of [[3.0.2]] [[Death Knights]] too use Shadow spells. Most of which are found in the [[Unholy]] tree.
 
   
 
== Holy ==
 
== Holy ==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Holy 32x32.png]]</div>
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{{main|Holy magic#In World of Warcraft}}
 
{{seealso|List of holy abilities}}
 
{{seealso|List of holy abilities}}
The [[Holy]] school is usually related to abilities which heal and aid living beings. There are also a few spells that do Holy damage: [[Smite]] and [[Exorcism]], for example. Contrary to popular belief, Holy Magic does not do an additional damage to the [[undead]] or [[demon]]s unless it is specifically mentioned in the toolbox (such as in [[Exorcism]]).
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<div style="float:left; left:-100px; top:-46px;">[[Image:Ability Holy 32x32.png]]</div>
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The [[Holy]] school is usually related to abilities which heal and aid living beings. There are also a few spells that do Holy damage: [[Smite]] and [[Exorcism]], for example. Contrary to popular belief, Holy Magic does not deal additional damage to [[undead]] or [[demon]]s unless specifically mentioned in the tooltip (such as with [[Exorcism]]).
   
[[Priest]]s and [[Paladin]]s are the primary users of the Holy school, including all their healing and resurrection abilities.
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[[Priest]]s and [[Paladin]]s are the primary users of the Holy school, including all their healing and resurrection abilities. All of a Paladin's attacks can be supplemented by Holy Damage.
   
It is not possible to build resistance to Holy magic, giving [[Holy Priest]]s an advantage over other casters, but all characters and mobs do have a base resistance chance. Items and Buffs which give a bonus to all resistances, such as [[Mage Armor]], do not include Holy resistance. In [[PvE]], [[Holy resistance]]s does exist under specific circumstances (if the enemy has a higher level than you), and in that case your Holy spells may be partially resisted.
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It is not possible to resist Holy magic, giving it a slight advantage over other schools, but it does have a basic miss chance like all spells, offset by Hit rating, and spells can be silenced.
   
No [[Holy]] [[resistance]] stat exists, therefore buffs such as [[Mark of the Wild]] do not reduce damage from holy spells, but percentage-based damage-reduction abilities such as a [[Warrior]]'s [[Defensive Stance]] successfully reduce damage from Holy spells. Also, the {{loot|common|Holy Protection Potion}}, {{loot|common|Greater Holy Protection Potion}}, and {{loot|common|Major Holy Protection Potion}} items will also absorb limited amounts of Holy damage.
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Items and Buffs which give a bonus to all resistances, such as [[Mage Armor]], do not include Holy resistance, but percentage-based damage-reduction abilities such as a [[Warrior]]'s [[Defensive Stance]] successfully reduce damage from Holy spells. Also, the {{loot|common|Holy Protection Potion}}, {{loot|common|Greater Holy Protection Potion}}, and {{loot|common|Major Holy Protection Potion}} items will also absorb limited amounts of Holy damage.
   
== Additional information ==
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== Notes ==
A [[Priest talents#Shadow|shadow Priest's]] [[Shadowform]] ability refers to the [[Priest|Priest's]] [[Priest talents#Holy|Holy talent tree]], not the Holy school of magic. Therefore, the priest can still cast holy-based spells from the [[Priest talents#Discipline|Discipline talent tree]] while Shadowformed.
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* In the past, a [[Priest talents#Shadow|shadow Priest's]] {{ability|Shadowform}} ability referred to the [[Priest|Priest's]] [[Priest talents#Holy|Holy talent tree]], not the Holy school of magic. Therefore, the priest can still cast holy-based spells from the [[Priest talents#Discipline|Discipline talent tree]] while Shadowformed.
   
 
== See also ==
 
== See also ==
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* [[Cosmic forces]]
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* [[Magic schools (lore)]]
 
* [[Resistance]]
 
* [[Resistance]]
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== External links ==
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;Lore
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{{elink|type=wowinsider|link=http://wow.joystiq.com/2013/07/28/know-your-lore-the-color-of-magic/|desc=Know Your Lore: The color of magic|bydate=by {{wowinsider|Anne Stickney}} Jul 28th 2013 8:00PM}}
   
   
{{School}}
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{{Schools}}
 
[[Category:Game terms]]
 
[[Category:Game terms]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Combat]]
 
[[Category:Combat]]
 
[[Category:Magic schools| ]]
 
[[Category:Magic schools| ]]
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[[Category:Spells]]

Latest revision as of 22:56, April 21, 2016

WoW Icon 16x16 This article concerns content exclusive to the original World of Warcraft game release.
Were you looking for magic schools in the Warcraft RPG or in general lore?

Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools was displayed in your character information, but resistance as a game mechanic was removed with Mists-Logo-Small Mists of Pandaria.

If you are a caster, and an opponent uses [Counterspell], [Spell Lock], [Kick], [Shield Bash], [Pummel], [Wind Shear], or [Mind Freeze] on you while you're casting a spell, these and other abilities will not only interrupt that spell but also to prevent you from casting any spell in that school for some amount of time. It's good to know what schools your abilities are in so you can switch to another when this happens. It's fairly clear for Mages (the school of the spell is the same as the tree it falls under) and Warlocks (if it doesn't involve fire, it's Shadow). For other classes it's not always clear. Fortunately, the tooltip of any damage spell will specify the type of damage it does. Warriors are the only class that strictly deals only one damage type, that being Physical. Hunters and Shamans have the most varied damage types, with both being able to deal Physical, Nature and Fire damage, as well as Arcane and Shadow for Hunters and Frost for Shaman.

Physical Edit

Ability physical 32x32

Not presented as magic to the user, but treated as a school by the game mechanics. All classes use physical type damage, as attacking with a weapon falls into this school; the target can use Defense to avoid the attack, a shield to [Block] it, the [Parry] skill to block it with a weapon, and Armor to resist some of the damage if all else fails. Damage taken is physical damage. Most Warrior, Rogue, and Monk abilities are Physical. Death Knight abilities obtained by spending talent points in the Blood Tree do physical damage. The Armor penetration skill also only ever applies to physical damage dealt.

Some physical abilities, like [Demoralizing Shout] and [Thunder Clap], are treated like spells. These abilities have a chance to miss like all spells, which can be offset by Hit rating, but resistance to these abilities cannot be increased.

Arcane Edit

Main article: Arcane magic#In World of Warcraft
See also: List of arcane abilities
Ability arcane 32x32

Arcane magic is typically utility magic that causes various effects rather than dealing direct damage, and is used by mages, druids, hunters, and blood elves.

Most non-damaging magical hunter abilities, including Silencing Shot, Hunter's Mark, Misdirection, and Distracting Shot are Arcane-based. Arcane Shot, however, is a main source of direct damage, as is the druids' Moonfire and Starfire. Also, the blood elf racial ability Arcane Torrent is Arcane-based. (Before patch 3.0.2, night elf priests could do Arcane damage with Starshards.)

The true masters of the Arcane, however, are mages. For mages, the Arcane school is primarily a utility line rather than a damage line. Any spell from a mage's Arcane ability category is of the Arcane school, including four spells that do damage (Arcane Missiles, Arcane Explosion, Arcane Blast, Arcane Barrage) and a very broad range of utility spells: Polymorphs, Arcane Intellect, Mana Shield, Mage Armor, Blink, Teleports, Portals, Counterspell, and Conjure Mana Gems, Food, and Water.

Hostile Arcane spells (including those that do no damage) can be resisted; there are items that increase one's Arcane resistance. Arcane is the only resistible magic school against which players cannot increase their Resistance via class abilities, short of abilities which increase all Resistances like Mark of the Wild.

Fire Edit

Main article: Fire magic#In World of Warcraft
See also: List of fire abilities
Ability fire 32x32

Spells of the Fire school typically inflict damage, which can be direct damage and/or damage over time. Mages and Warlocks use it as one of their primary sources of damage, while Shamans, Hunter traps, and engineers also use the Fire school.

Many spells and environmental effects (such as lava) do Fire damage. The class most associated with the ability to control fire is also the Mage. Fire is also one of the fundamental elements that Shamans can manipulate with their Totems. To a lesser extent, Warlocks can also deliver Fire damage. Warlocks specced heavily into their Destruction talent tree are sometimes called "Firelocks". Hunters' Immolation Trap, Explosive Trap and Explosive Shot also deal Fire damage; similarly, explosives and damaging trinkets created by Engineers typically do Fire damage. Mages can absorb Fire damage with Fire Ward.

Like Arcane resistance, Fire resistance is a statistic that can be affected by spells and items. Paladins and Shaman can specifically increase Fire Resistance with Fire Resistance Aura and Fire Resistance Totem respectively. A Warlock's Imp can cast Fire Shield to increase fire resistance of friendly player characters and pets, but only the highest rank (Rank 6) will do so.

Frost Edit

Main article: Frost magic#In World of Warcraft
See also: List of frost abilities
Ability frost 32x32

The Frost school is effective both for attack (doing damage) and defense (raising armor value). Frost spells often inflict snare or root effects, as well. Mages, Shaman, Death Knights and the occasional Hunter trap uses the Frost school.

Mages and Death Knights have Frost talent trees, and obviously any spell in those trees is of the Frost school. Of course, Shamans' Frost Shock is of the Frost school too, as well as the Hunter's Freezing Trap, Freezing Arrow and Frost Trap. Water-based abilites used by bosses also fall under the frost category; for instance, Rokmar the Crackler's Water Spit. Mages can absorb Frost damage with Frost Ward.

Frost Resistance exists as a statistic as well. Paladins and Shaman can specifically increase Frost Resistance with Frost Resistance Aura and Frost Resistance Totem, respectively.

Nature Edit

Main article: Nature magic#In World of Warcraft
See also: List of nature abilities
Ability nature 32x32

The Nature school is usually used for nature based attacks, buffs, and curative spells. Nature damage can be direct damage (like lightning) or damage over time (like poison). This means that Rogues (poison), Shamans, Druids, Monks, and Hunters (stings) have access to Nature damage.

Acids, diseases, and poisons inflict Nature damage, and damage from lightning is also considered part of the Nature school. Shamans' and Druids' healing spells are Nature spells, and other nondamaging spells such as Entangling Roots and Faerie Fire are in this school as well. Hunters' Stings and the Snake Trap's viper poisons are Nature based, as are their Mend Pet and Revive Pet abilities. Rogues' poisons are also Nature based.

A Nature resistance statistic exists. Hunters and Shamans can specifically increase Nature Resistance with Aspect of the Wild and Nature Resistance Totem, respectively.

Shadow Edit

Main article: Shadow magic#In World of Warcraft
See also: List of shadow abilities
Ability shadow 32x32

The opposite of Holy magic, Shadow is probably the most versatile school. Used by Priests, Warlocks, Death Knights and Hunters (Black Arrow) it contains a wide variety of spells. Apart from Direct Damage and Damage over Time spells, there are various utility spells, including Drains, Crowd Control spells, and Debuffs.

Shadow damage is dealt by dark spells such as those of the Priest's Shadow Magic ability category and most of the Warlock's repertoire. The Blood Pact that a Warlock's Imp pet casts to boost the entire party's Stamina is a Shadow effect, as are the creation of a Healthstone or Soulstone and the summoning of demons. Warlocks can also absorb shadow damage with Shadow Ward.

Shadow Resistance is the final resistance type. Paladins and Priests can specifically increase Shadow resistance with Shadow Resistance Aura and Shadow Protection, respectively.

Holy Edit

Main article: Holy magic#In World of Warcraft
See also: List of holy abilities
Ability holy 32x32

The Holy school is usually related to abilities which heal and aid living beings. There are also a few spells that do Holy damage: Smite and Exorcism, for example. Contrary to popular belief, Holy Magic does not deal additional damage to undead or demons unless specifically mentioned in the tooltip (such as with Exorcism).

Priests and Paladins are the primary users of the Holy school, including all their healing and resurrection abilities. All of a Paladin's attacks can be supplemented by Holy Damage.

It is not possible to resist Holy magic, giving it a slight advantage over other schools, but it does have a basic miss chance like all spells, offset by Hit rating, and spells can be silenced.

Items and Buffs which give a bonus to all resistances, such as Mage Armor, do not include Holy resistance, but percentage-based damage-reduction abilities such as a Warrior's Defensive Stance successfully reduce damage from Holy spells. Also, the [Holy Protection Potion], [Greater Holy Protection Potion], and [Major Holy Protection Potion] items will also absorb limited amounts of Holy damage.

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Lore


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