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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], Spell shadow detectlesserinvisibility [Mana Shield], 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. Warlocks specced heavily into their Destruction talent tree 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, 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' Spell frost frostshock [Frost Shock] is of the Frost school too, 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 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, 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 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 excorcism 02 [Exorcism]. Contrary to popular belief, Holy Magic does not deal additional damage to undead or demons unless specifically mentioned in the tooltip. Warlocks can absorb Holy damage with Spell fire twilightfireward [Twilight Ward].

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, 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.

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 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 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 Spell priest divinestar [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.

Known multi-school abilities

School name Schools Class Abilities
Chaos Arcane, Fire, Frost, Holy,
Nature, Shadow, Physical
Warlock Ability warlock coil2 [Chaos Wave]
Warlock Inv jewelcrafting shadowspirit 02 [Touch of Chaos]
Divine Arcane, Holy Priest Spell priest divinestar [Divine Star]
Elemental Fire, Frost, Nature Shaman Shaman talent elementalblast [Elemental Blast]
Firestorm Fire, Nature Item Proc Inv cape pandaria dragoncaster d 02 [Xing-Ho, Breath of Yu'lon]
Frostfire Fire, Frost Mage Ability mage frostfirebolt [Frostfire Bolt]
Holyfire Fire, Holy NPC NPC/Pet abilities only
Plague Nature, Shadow NPC NPC/Pet abilities only
Shadowflame Fire, Shadow Warlock Fel Flame
Warlock Ability warlock handofguldan [Hand of Gul'dan]
Warlock Spell priest voidsear [Void Ray]
Shadowfrost Frost, Shadow Death knight Ability deathknight deathsiphon [Death Siphon]
Priest Spell priest mindspike [Mind Spike]
Shadowstrike Shadow, Physical NPC NPC/Pet abilities only
Spellshadow Arcane, Shadow Priest Spell priest divinestar [Divine Star] (Spell shadow shadowform [Shadowform])
Spellstorm Arcane, Nature Druid Spell arcane arcane03 [Starsurge]
Twilight Holy, Shadow NPC NPC/Pet abilities only

Possible multi-schools

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

Additional information

A Shadow priest's Spell shadow shadowform [Shadowform] ability refers to the priest's Holy tree, not the Holy school of magic. Therefore, the priest can still cast Holy-based spells from the Discipline tree while in Shadowform.

See also

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