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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 are displayed in your [[Paper doll|character information]]. The magic schools are also used as damage types, but even abilities that don't cause damage have schools.
 
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]]. The magic schools are also used as damage types, but even abilities that don't cause damage have schools.
   
If you are a caster, and an opponent uses an [[interrupt effect]] such as [[Counterspell]], [[Kick]] or [[Mind Freeze]] on you while you're casting a spell, your cast will be interrupted, and you will be prevented from casting any spell in that school for a certain period 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. Some abilities belong to [[#Multi-school|multi-schools]], and behave a little differently.
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If you are a caster, and an opponent uses an [[interrupt effect]] such as [[Counterspell]], [[Kick]] or [[Mind Freeze]] on you while you're casting a spell, your cast will be interrupted, and you will be prevented from casting any spell in that school for a certain period 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. Some abilities belong to [[#Multi-school|multi-schools]], and behave a little differently.
   
[[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.
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[[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.
   
== Physical ==
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==[[Physical]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[File:Ability Physical.png|32px]]</div>
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[[File:Ability Physical.png|32px|left]]
 
Not presented as magic to the user, but treated as a school by the game mechanics. All weapons except [[wand]]s deal physical damage; the target can use [[Dodge]] 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. [[Armor penetration]] only ever applies to physical damage dealt.
 
Not presented as magic to the user, but treated as a school by the game mechanics. All weapons except [[wand]]s deal physical damage; the target can use [[Dodge]] 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. [[Armor penetration]] 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.
 
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 ==
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==[[Arcane]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Arcane 32x32.png]]</div>
+
[[Image:Ability Arcane 32x32.png|left]]
{{seealso|:Category:{{ucfirst:arcane}} spells}}
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{{seealso|:Category:Arcane spells}}
[[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 [[Conjure Mana 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 (original)]], [[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]]. Arcane is the only resistible magic school against which players cannot increase their Resistance via class abilities.
 
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.
   
== Fire ==
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==[[Fire]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Fire 32x32.png]]</div>
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[[Image:Ability Fire 32x32.png|left]]
 
{{seealso|:Category:{{ucfirst:fire}} spells}}
 
{{seealso|:Category:{{ucfirst:fire}} spells}}
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]] [[hunter trap|trap]]s, and [[Engineering|engineers]] also use the Fire school.
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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 source of damage, while [[shaman]]s, [[hunter]] [[hunter trap|trap]]s, and [[Engineering|engineers]] also use the Fire school.
   
Many spells and environmental effects (such as lava) do Fire damage. The classes most associated with the ability to control fire are [[Warlock]]s and [[Mage]]s. Fire is also one of the fundamental elements that Shamans can manipulate with their Totems. In the same way, [[Warlock]]s deliver huge burst of Fire damage. Warlocks specced heavily into their [[Destruction]] talent tree are sometimes called "Firelocks". Hunters' [[Explosive Trap]] and [[Explosive Shot]] also deal Fire damage; similarly, explosives and damaging trinkets created by [[Engineers]] typically do Fire damage.
+
Many spells and environmental effects (such as lava) do Fire damage. The classes most associated with the ability to control fire are [[warlock]]s and [[mage]]s. Fire is also one of the fundamental elements that shamans can manipulate with their Totems. In the same way, [[Warlock]]s deliver huge burst of Fire damage. [[Destruction]] warlocks are sometimes called "Firelocks". Hunters' [[Explosive Trap]] and [[Explosive Shot]] also deal Fire damage; similarly, explosives and damaging trinkets created by [[Engineers]] typically do Fire damage.
   
 
Like Arcane resistance, [[Fire resistance]] is a statistic that can be affected by spells and items.
 
Like Arcane resistance, [[Fire resistance]] is a statistic that can be affected by spells and items.
   
== Frost ==
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==[[Frost]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Frost 32x32.png]]</div>
+
[[Image:Ability Frost 32x32.png|left]]
{{seealso|:Category:{{ucfirst:frost}} spells}}
+
{{seealso|:Category:Frost spells}}
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]] [[hunter trap|trap]] uses the Frost school.
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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]]s, [[death knight]]s and the occasional [[hunter]] [[hunter trap|trap]] use the Frost school.
   
[[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 [[Ice Trap]].
+
[[Mage]]s and [[death knight]]s have Frost specializations, and obviously any spell in those trees are of the Frost school. Shamans' [[Frost Shock]] is also of the Frost school, as well as the hunter's [[Freezing Trap]], [[Freezing Arrow]] and [[Ice Trap]].
   
 
[[Frost Resistance]] exists as a statistic as well.
 
[[Frost Resistance]] exists as a statistic as well.
   
== Nature ==
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==[[Nature]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Nature 32x32.png]]</div>
+
[[Image:Ability Nature 32x32.png|left]]
{{seealso|:Category:{{ucfirst:nature}} spells}}
+
{{seealso|:Category:Nature spells}}
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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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.
   
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.
   
 
A [[Nature resistance]] statistic exists.
 
A [[Nature resistance]] statistic exists.
   
== Shadow ==
+
==[[Shadow (magic)|Shadow]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Shadow 32x32.png]]</div>
+
[[Image:Ability Shadow 32x32.png|left]]
{{seealso|:Category:{{ucfirst:shadow}} spells}}
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{{seealso|:Category:Shadow spells}}
The opposite of Holy magic, [[Shadow (magic school)|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.
+
The opposite of Holy magic, '''Shadow''' is probably the most versatile school. Used by [[priest]]s, [[warlock]]s, [[death knight]]s, [[rogue]] 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, [[Debuff]]s, and even [[healing]].
   
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 [[Twilight Ward]].
+
Shadow damage is dealt by dark spells such as those of the [[priest]]'s Shadow abilities and most of the warlock's repertoire. The creation of a [[Healthstone]] or [[Soulstone]] and the summoning of demons are Shadow effects. Warlocks can also absorb Shadow damage with [[Twilight Ward]].
   
 
[[Shadow Resistance]] is the final resistance type.
 
[[Shadow Resistance]] is the final resistance type.
   
== Holy ==
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==[[Holy]]==
<div style="float:left; position:relative; right:-100px; top:-46px;">[[Image:Ability Holy 32x32.png]]</div>
+
[[Image:Ability Holy 32x32.png|left]]
{{seealso|:Category:{{ucfirst:holy}} spells}}
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{{seealso|:Category:Holy spells}}
The [[Holy]] school is usually related to abilities which heal and aid living beings. There are also a few spells that do Holy damage, including [[Smite]] and [[Exorcism]]. Contrary to popular belief, Holy Magic does not deal additional damage to [[undead]] or [[demon]]s unless specifically mentioned in the tooltip. Warlocks can absorb Holy damage with [[Twilight Ward]].
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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, including [[Smite]] and [[Consecration]]. Contrary to popular belief, Holy Magic does not deal additional damage to [[undead]] or [[demon]]s.
   
[[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.
   
 
===Holy damage===
 
===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. This is of little value to players: in [[PvP]], resistance can be offset with [[PvP Power]] at little cost in other stats; in [[PvE]], NPCs' resistance is usually minimal anyway. However, NPC abilities that deal Holy damage can be significantly more harmful to a buffed raid group than damage of other schools.
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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. This is of little value to players, and in [[PvE]], NPCs' resistance is usually minimal anyway. However, NPC abilities that deal Holy damage can be significantly more harmful to a buffed raid group than damage of other schools.
   
 
Items and Buffs which give a bonus to all resistances do not include Holy resistance, but percentage-based damage-reduction abilities successfully reduce damage from Holy spells. Also, the [[Holy Protection Potion]] and [[Major Holy Protection Potion]] items will also absorb limited amounts of Holy damage.
 
Items and Buffs which give a bonus to all resistances do not include Holy resistance, but percentage-based damage-reduction abilities successfully reduce damage from Holy spells. Also, the [[Holy Protection Potion]] and [[Major Holy Protection Potion]] items will also absorb limited amounts of Holy damage.
   
== Multi-school ==
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==Multi-school==
Some abilities belong to multiple schools of magic. These multi-school abilities benefit from bonuses that affect any of their schools. They use the lowest resistance value among their schools, and they ignore absorption and immunity effects that apply to only some of their schools. Multi-schools are usually given a new name that combines the names and/or meanings of each school, such as [[Frostfire]] or [[Spellshadow]]. Multi-schools were introduced with [[patch 4.0.1]], although [[Frostfire Bolt]] had served as a prototype of the effects of multi-schools since [[patch 3.0.2]].
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Some abilities belong to multiple schools of magic. These multi-school abilities benefit from bonuses that affect any of their schools. They use the lowest resistance value among their schools, and they ignore absorption and immunity effects that apply to only some of their schools. Multi-schools were introduced with [[patch 4.0.1]], although [[Frostfire Bolt]] had served as a prototype of the effects of multi-schools since [[patch 3.0.2]].
   
[[Interrupt effect]]s are far less effective at locking players out of using multi-school spells. As long as any of the spell's schools is available, the player will still be able to cast the spell. This makes multi-school spells extremely hard to lock down, requiring the use of at least two consecutive interrupts (one for each school) in a very short space of time. This means that these abilities will almost always be available for players to cast when one of their schools is locked. In addition, some multi-school spells such as [[Divine Star]] belong to schools that are not used by any of the class's other spells. When these spells are instant cast, this means that it is not possible for that spell to be locked down.
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[[Interrupt effect]]s are far less effective at locking players out of using multi-school spells. As long as any of the spell's schools is available, the player will still be able to cast the spell. This makes multi-school spells extremely hard to lock down, requiring the use of at least two consecutive interrupts (one for each school) in a very short space of time. This means that these abilities will almost always be available for players to cast when one of their schools is locked. In addition, some multi-school spells such as [[Wake of Ashes]] belong to schools that are not used by any of the class's other spells. When these spells are instant cast, this means that it is not possible for that spell to be locked down.
 
=== Known multi-school abilities ===
 
   
 
===Known multi-school abilities===
 
{| class="darktable zebra"
 
{| class="darktable zebra"
 
! School name !! Schools !! Class !! Abilities
 
! School name !! Schools !! Class !! Abilities
 
|-
 
|-
! rowspan = 2 | [[Chaos (spell school)|Chaos]] !! rowspan = 2 | Arcane, Fire, Frost, Holy,<br>Nature, Shadow, Physical
+
! rowspan="5" | [[Astral]] !! rowspan="5" | Arcane, Nature
| [[Warlock]] || [[Chaos Wave]]
+
| [[Druid]] || [[Fury of Elune]]
 
|-
 
|-
| [[Warlock]] || [[Touch of Chaos]]
+
| [[Druid]] || [[New Moon]]
 
|-
 
|-
 
| [[Druid]] || [[Starfall]]
! rowspan = 1 | [[Divine (spell school)|Divine]] || Arcane, Holy
 
| [[Priest]] || [[Divine Star]]
 
 
|-
 
|-
 
| [[Druid]] || [[Starsurge]]
! rowspan = 1 | [[Elemental (spell school)|Elemental]] || Fire, Frost, Nature
 
 
|-
| [[Shaman]] || [[Elemental Blast]]
 
  +
| [[Druid]] || [[Stellar Flare]]
 
|-
 
! rowspan="12" | [[Chaos (spell school)|Chaos]] !! rowspan="12" | Arcane, Fire, Frost, Holy,<br>Nature, Shadow, Physical
 
| [[Demon Hunter]] || [[Chaos Nova]]
 
|-
  +
| [[Demon Hunter]] || [[Chaos Strike]]
  +
|-
  +
| [[Demon Hunter]] || [[Essence Break]]
  +
|-
 
| [[Demon Hunter]] || [[Eye Beam]]
  +
|-
  +
| [[Demon Hunter]] || [[Fel Barrage]]
  +
|-
  +
| [[Demon Hunter]] || [[Fel Eruption]]
  +
|-
  +
| [[Demon Hunter]] || [[Fel Rush]]
  +
|-
  +
| [[Demon Hunter]] || [[Glaive Tempest]]
  +
|-
  +
| [[Demon Hunter]] || [[Mana Break]]
  +
|-
  +
| [[Demon Hunter]] || [[Mana Rift]]
  +
|-
  +
| [[Demon Hunter]] || [[Metamorphosis (Havoc)]]
  +
|-
 
| | [[Warlock]] || [[Chaos Bolt]]
  +
|-
 
! rowspan="2" |[[Elemental (spell school)|Elemental]]!! rowspan="2" | Fire, Frost, Nature
  +
|[[Shaman]] || [[Echoing Shock]]
  +
|-
 
|[[Shaman]] || [[Elemental Blast]]
  +
|-
 
! rowspan="1" |[[Firestorm]]|| Fire, Nature
  +
| Item Proc ||[[Xing-Ho, Breath of Yu'lon]]
  +
|-
  +
! rowspan="1" | Flamestrike || Fire, Physical
  +
|[[Shaman]]||[[Sundering (shaman talent)]]
  +
|-
  +
! rowspan="1" |[[Plague (spell school)|Plague]]!! rowspan="1" | Nature, Shadow
  +
|[[Death knight]]||[[Necrotic Strike]]
  +
|-
  +
! rowspan="1" |[[Radiant]]|| Fire, Holy
  +
|[[Paladin]]||[[Wake of Ashes]]
  +
|-
  +
! rowspan="6" |[[Shadowflame (spell school)|Shadowflame]]
  +
! rowspan="6" |Fire, Shadow
  +
| [[Warlock]] || [[Cataclysm (warlock ability)]]
 
|-
 
|-
! rowspan = 1 | [[Frostfire]] || Fire, Frost
+
| [[Warlock]] || [[Demonbolt]]
| [[Mage]] || [[Frostfire Bolt]]
 
 
|-
 
|-
  +
| [[Warlock]] || [[From the Shadows (warlock talent)]]
! rowspan = 3 | [[Shadowflame (spell school)|Shadowflame]] !! rowspan = 3 | Fire, Shadow
 
| [[Warlock]] || [[Fel Flame]]
 
 
|-
 
|-
 
| [[Warlock]] || [[Hand of Gul'dan]]
 
| [[Warlock]] || [[Hand of Gul'dan]]
 
|-
 
|-
| [[Warlock]] || [[Void Ray]]
+
| [[Warlock]] || [[Implosion]]
 
|-
 
|-
  +
| [[Warlock]] || [[Shadowburn]]
! rowspan = 2 | [[Shadowfrost]] !! rowspan = 2 | Frost, Shadow
 
| [[Death knight]] || [[Death Siphon]]
 
 
|-
 
|-
  +
! rowspan = 1 | [[Shadowstrike (spell school)|Shadowstrike]] !! rowspan = 1 | Shadow, Physical
| [[Priest]] || [[Mind Spike]]
 
  +
| NPC || NPC/Pet abilities only
 
|-
 
|-
  +
!Spellfrost
! rowspan = 1 | [[Spellshadow]] || Arcane, Shadow
 
  +
!Arcane, Frost
| [[Priest]] || [[Divine Star]] (while in [[Shadowform]])
 
  +
|NPC
  +
|NPC abties only
 
|-
 
|-
! rowspan = 1 | [[Spellstorm]] || Arcane, Nature
+
! rowspan="1" | Spellstrike || Arcane, Physical
  +
| NPC || NPC abilities only
| [[Druid]] || [[Starsurge]]
 
  +
|-
 
! rowspan = 1 | [[Twilight (spell school)|Twilight]] || Holy, Shadow
 
| [[Priest]] || [[Premonition]]
 
|}
 
|}
   
=== Possible multi-schools ===
+
===Possible multi-schools===
 
{| class="darktable zebra"
 
{| class="darktable zebra"
 
! Name !! Arcane !! Fire !! Frost !! Holy !! Nature !! Physical !! Shadow
 
! Name !! Arcane !! Fire !! Frost !! Holy !! Nature !! Physical !! Shadow
Line 121: Line 168:
 
| [[Chromatic]] || * || * || * || || * || || *
 
| [[Chromatic]] || * || * || * || || * || || *
 
|-
 
|-
| [[Firestorm]] || || * || || || * || ||
+
| [[Froststorm]] || || || * || || * || ||
 
|-
 
|-
| [[Froststorm]] || || || * || || * || ||
+
| [[Holyfrost]] || || || * || * || || ||
 
|-
 
|-
| [[Holyfire]] || || * || || * || || ||
+
| [[Holystorm]] || || || || * || * || ||
|-
 
| [[Holyfrost]] || || || * || * || || ||
 
|-
 
| [[Holystorm]] || || || || * || * || ||
 
|-
 
| [[Plague (spell school)|Plague]] || || || || || * || || *
 
 
|-
 
|-
 
| [[Spellfire]] || * || * || || || || ||
 
| [[Spellfire]] || * || * || || || || ||
 
|-
 
|-
| [[Spellfrost]] || * || || * || || || ||
+
| [[Shadowfrost]] || || || * || || || || *
 
|-
 
|-
| [[Twilight]] || || || || * || || || *
+
| [[Frostfire]] || || * || * || || || ||
 
|}
 
|}
   
 
==See also==
== Additional information ==
 
A [[Priest abilities#Shadow|Shadow]] [[priest]]'s [[Shadowform]] ability refers to the priest's [[Priest ability#Holy|Holy]] ''tree'', not the Holy ''school'' of magic. Therefore, the priest can still cast Holy-based spells from the [[Priest talents#Discipline|Discipline]] tree while in Shadowform.
 
 
== See also ==
 
 
* [[Resistance]]
 
* [[Resistance]]
* [[Magic schools]]
+
* [[Magic schools (RPG)]]
   
  +
{{Schools of magic}}
{{School}}
 
  +
 
[[Category:Magic schools| ]]
 
[[Category:Game terms]]
 
[[Category:Game terms]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Combat]]
 
[[Category:Combat]]
[[Category:Magic schools| ]]
 

Revision as of 20:03, 5 February 2021

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 are displayed in your character information. The magic schools are also used as damage types, but even abilities that don't cause damage have schools.

If you are a caster, and an opponent uses an interrupt effect such as Spell frost iceshock [Counterspell], Ability kick [Kick] or Spell deathknight mindfreeze [Mind Freeze] on you while you're casting a spell, your cast will be interrupted, and you will be prevented from casting any spell in that school for a certain period 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. Some abilities belong to multi-schools, and behave a little differently.

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

Ability Physical

Not presented as magic to the user, but treated as a school by the game mechanics. All weapons except wands deal physical damage; the target can use Dodge 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. Armor penetration only ever applies to physical damage dealt.

Some physical abilities, like Ability warrior warcry [Demoralizing Shout] and Spell nature thunderclap [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

Ability Arcane 32x32
See also: Category:Arcane spells

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 Ability theblackarrow [Silencing Shot], Ability hunter markedfordeath [Hunter's Mark], Ability hunter misdirection [Misdirection], and Spell arcane blink [Distracting Shot] are Arcane-based. Ability impalingbolt [Arcane Shot], however, is a main source of direct damage, as is the druids' Spell nature starfall [Moonfire] and Spell arcane starfire [Starfire]. Also, the blood elf racial ability Spell shadow teleport [Arcane Torrent] is Arcane-based. (Before patch 3.0.2, night elf priests could do Arcane damage with Spell arcane starfire [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 (Spell nature starfall [Arcane Missiles], Spell nature wispsplode [Arcane Explosion], Spell arcane blast [Arcane Blast], Ability mage arcanebarrage [Arcane Barrage]) and a very broad range of utility spells: Polymorphs, Spell holy magicalsentry [Arcane Intellect], Mana Shield (original), Spell magearmor [Mage Armor], Spell arcane blink [Blink], Teleports, Portals, Spell frost iceshock [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.

Fire

Ability Fire 32x32
See also: Category:Fire spells

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 source 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 classes most associated with the ability to control fire are warlocks and mages. Fire is also one of the fundamental elements that shamans can manipulate with their Totems. In the same way, Warlocks deliver huge burst of Fire damage. Destruction warlocks are sometimes called "Firelocks". Hunters' Spell fire selfdestruct [Explosive Trap] and Ability hunter explosiveshot [Explosive Shot] also deal Fire damage; similarly, explosives and damaging trinkets created by Engineers typically do Fire damage.

Like Arcane resistance, Fire resistance is a statistic that can be affected by spells and items.

Frost

Ability Frost 32x32
See also: Category:Frost spells

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, shamans, death knights and the occasional hunter trap use the Frost school.

Mages and death knights have Frost specializations, and obviously any spell in those trees are of the Frost school. Shamans' Spell frost frostshock [Frost Shock] is also of the Frost school, as well as the hunter's Spell frost chainsofice [Freezing Trap], Spell hunter exoticmunitions frozen [Freezing Arrow] and Spell hunter icetrap [Ice Trap].

Spell frost wizardmark [Frost Resistance] exists as a statistic as well.

Nature

Ability Nature 32x32
See also: Category:Nature spells

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, 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 Spell nature stranglevines [Entangling Roots] and Spell nature faeriefire [Faerie Fire] are in this school as well. Hunters' Stings and the Ability hunter snaketrap [Snake Trap]'s viper poisons are Nature based, as are their Ability hunter mendpet [Mend Pet] and Ability hunter beastsoothe [Revive Pet] abilities. Rogues' poisons are also Nature based.

A Nature resistance statistic exists.

Shadow

Ability Shadow 32x32
See also: Category:Shadow spells

The opposite of Holy magic, Shadow is probably the most versatile school. Used by priests, warlocks, death knights, rogue and hunters (Spell shadow painspike [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, Debuffs, and even healing.

Shadow damage is dealt by dark spells such as those of the priest's Shadow abilities and most of the warlock's repertoire. The creation of a Warlock healthstone [Healthstone] or Spell shadow soulgem [Soulstone] and the summoning of demons are Shadow effects. Warlocks can also absorb Shadow damage with Spell fire twilightfireward [Twilight Ward].

Shadow Resistance is the final resistance type.

Holy

Ability Holy 32x32
See also: Category:Holy spells

The Holy school is usually related to abilities which heal and aid living beings. There are also a few spells that do Holy damage, including Spell holy holysmite [Smite] and Spell holy innerfire [Consecration]. Contrary to popular belief, Holy Magic does not deal additional damage to undead or demons.

Priests and paladins are the primary users of the Holy school, including all their healing and resurrection abilities.

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. This is of little value to players, and in PvE, NPCs' resistance is usually minimal anyway. However, NPC abilities that deal Holy damage can be significantly more harmful to a buffed raid group than damage of other schools.

Items and Buffs which give a bonus to all resistances do not include Holy resistance, but percentage-based damage-reduction abilities successfully reduce damage from Holy spells. Also, the Inv potion 09 [Holy Protection Potion] and Inv potion 125 [Major Holy Protection Potion] items will also absorb limited amounts of Holy damage.

Multi-school

Some abilities belong to multiple schools of magic. These multi-school abilities benefit from bonuses that affect any of their schools. They use the lowest resistance value among their schools, and they ignore absorption and immunity effects that apply to only some of their schools. Multi-schools were introduced with patch 4.0.1, although Ability mage frostfirebolt [Frostfire Bolt] had served as a prototype of the effects of multi-schools since patch 3.0.2.

Interrupt effects are far less effective at locking players out of using multi-school spells. As long as any of the spell's schools is available, the player will still be able to cast the spell. This makes multi-school spells extremely hard to lock down, requiring the use of at least two consecutive interrupts (one for each school) in a very short space of time. This means that these abilities will almost always be available for players to cast when one of their schools is locked. In addition, some multi-school spells such as Inv sword 2h artifactashbringerfire d 03 [Wake of Ashes] belong to schools that are not used by any of the class's other spells. When these spells are instant cast, this means that it is not possible for that spell to be locked down.

Known multi-school abilities

School name Schools Class Abilities
Astral Arcane, Nature Druid Ability druid dreamstate [Fury of Elune]
Druid Artifactability balancedruid newmoon [New Moon]
Druid Ability druid starfall [Starfall]
Druid Spell arcane arcane03 [Starsurge]
Druid Ability druid stellarflare [Stellar Flare]
Chaos Arcane, Fire, Frost, Holy,
Nature, Shadow, Physical
Demon Hunter Spell fire felfirenova [Chaos Nova]
Demon Hunter Ability demonhunter chaosstrike [Chaos Strike]
Demon Hunter Spell shadow ritualofsacrifice [Essence Break]
Demon Hunter Ability demonhunter eyebeam [Eye Beam]
Demon Hunter Inv felbarrage [Fel Barrage]
Demon Hunter Ability bossfellord felspike [Fel Eruption]
Demon Hunter Ability demonhunter felrush [Fel Rush]
Demon Hunter Inv glaive 1h artifactazgalor d 06dual [Glaive Tempest]
Demon Hunter Ability demonhunter manabreak [Mana Break]
Demon Hunter Spell mage supernova [Mana Rift]
Demon Hunter Ability demonhunter metamorphasisdps [Metamorphosis]
Warlock Ability warlock chaosbolt [Chaos Bolt]
Elemental Fire, Frost, Nature Shaman Spell lightning lightningbolt01 [Echoing Shock]
Shaman Shaman talent elementalblast [Elemental Blast]
Firestorm Fire, Nature Item Proc Inv cape pandaria dragoncaster d 02 [Xing-Ho, Breath of Yu'lon]
Flamestrike Fire, Physical Shaman Ability rhyolith lavapool [Sundering]
Plague Nature, Shadow Death knight Inv axe 96 [Necrotic Strike]
Radiant Fire, Holy Paladin Inv sword 2h artifactashbringerfire d 03 [Wake of Ashes]
Shadowflame Fire, Shadow Warlock Spell fire meteorstorm [Cataclysm]
Warlock Inv demonbolt [Demonbolt]
Warlock From the Shadows (warlock talent)
Warlock Ability warlock handofguldan [Hand of Gul'dan]
Warlock Inv implosion [Implosion]
Warlock Spell shadow scourgebuild [Shadowburn]
Shadowstrike Shadow, Physical NPC NPC/Pet abilities only
Spellfrost Arcane, Frost NPC NPC abties only
Spellstrike Arcane, Physical NPC NPC abilities only
Twilight Holy, Shadow Priest Inv helm robe raidpriest k 01 [Premonition]

Possible multi-schools

Name Arcane Fire Frost Holy Nature Physical Shadow
Chromatic * * * * *
Froststorm * *
Holyfrost * *
Holystorm * *
Spellfire * *
Shadowfrost * *
Frostfire * *

See also