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{{For|magic schools in ''World of Warcraft''|magic schools}}
{{Stub/Lore}}
 
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{{RPG}}
   
 
This article is about lore behind '''magic schools'''. It contains a list of all the [[school]]s of [[Magic#In the RPG|magic]] found in published sources and the lore behind them. The final section discusses how mechanics in the MMO do not necessarily fit with the published lore of the RPG.
 
:''Were you looking for [[magic schools (WoW)|magic schools in World of Warcraft]], or [[magic schools (RPG)|magic schools in the Warcraft RPG]]?''
 
 
This article is about lore behind '''magic schools'''. It contains a list of all the [[school]]s of [[magic]] found in published sources and the lore behind them. The final section discusses how mechanics in the MMO do not necessarily fit with the published lore.
 
   
 
==Paths==
 
==Paths==
Most spells fall into two main categories; arcane and divine. All magic on Azeroth came from the kaldorei, both divine and later arcane.<ref>{{ref book |author= White Wolf |title= [[Alliance Player's Guide]] |isbn= 9781588467737 |pages=123}}</ref> However, not all magic fits neatly into these two categories. Other magic types lurk outside or within arcane and divine, powerful and strange in their own rights. For example Priests have access to divine magic, while druids wield nature magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=64}}</ref> One of the most sinister is fel magic.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=252}}</ref>
+
Most spells fall into two main categories; arcane and divine. All magic on Azeroth came from the kaldorei, both divine and later arcane.<ref>''[[Alliance Player's Guide]]'', pg. 123</ref> However, not all magic fits neatly into these two categories. Other magic types lurk outside or within arcane and divine, powerful and strange in their own rights. For example Priests have access to divine magic, while druids wield nature magic.<ref>''[[Dark Factions]]'', pg. 64</ref> One of the most sinister is fel magic.<ref>''[[World of Warcraft: The Roleplaying Game]]'', pg. 252</ref>
*[[Arcane]] - cast by [[arcanist]]s
+
*[[Arcane#In the RPG|Arcane]] - cast by [[arcanist]]s
 
*[[Divine]] - cast by [[healer]]s and experienced [[paladin]]s
 
*[[Divine]] - cast by [[healer]]s and experienced [[paladin]]s
*[[Fel|Fel Magic]] - Often a darker form of Arcane.
+
*[[Fel#In the RPG|Fel Magic]] - Often a darker form of Arcane.
*[[Rune magic|Rune Magic]] - Arcane in nature but accessed more naturally.
+
*[[Rune magic#In the RPG|Rune Magic]] - Arcane in nature but accessed more naturally.
*[[Nature|Nature Magic]] (aka druidic magic<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=146}}</ref>) - Usually divine in nature, but also can be arcane.
+
*[[Nature#In the RPG|Nature Magic]] (aka druidic magic<ref>''[[Dark Factions]]'', pg. 146</ref>) - Usually divine in nature, but also can be arcane.
   
 
==Divine domains==
 
==Divine domains==
Divine domains describe healer spells and help define divine spells.<ref name="ReferenceA">{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=255}}</ref>
+
Divine domains describe healer spells and help define divine spells.<ref name="ReferenceA">''[[World of Warcraft: The Roleplaying Game]]'', pg. 255</ref>
*Arcana<ref name="ReferenceC">{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=90}}</ref>
+
*Arcana<ref name="ReferenceC">''[[Dark Factions]]'', pg. 90</ref>
 
*Animal
 
*Animal
 
*Ancestors - Magic derived from the worship of ancestors, and by the power of ancestors is the ancestor domain. Several faiths believe in ancestral worship, including tauren, orcs, and tuskarr.
*Ancestors
 
:Magic derived from the worship of ancestors, and by the power of ancestors is the ancestor domain. Several faiths believe in ancestral worship, including tauren, orcs, and tuskarr.
 
 
*Crusader<ref name="ReferenceC"/>
 
*Crusader<ref name="ReferenceC"/>
 
*Death
 
*Death
Line 26: Line 23:
 
*Foretelling
 
*Foretelling
 
*Healing
 
*Healing
 
*Madness - The madness domain is magic often derived from chaotic and terrible sources such as the Old Gods. It grants power to certain nihilistic cults or crazed priests.{{fact|cited as DF but needs page number}}
*Madness
 
:The madness domain is magic often derived from chaotic and terrible sources such as the old gods. It grants power to certain nihilistic cults or crazed priests{{cite|DF}}.
 
 
*Power
 
*Power
 
*Protection
 
*Protection
Line 37: Line 33:
 
==Rune magic==
 
==Rune magic==
 
===Rune types===
 
===Rune types===
 
*Marks - Runes inscribed on a creature.<ref name="ReferenceB">''[[Magic & Mayhem]]'', pg. 25</ref>
*Marks
 
A rune inscribed on a creature.<ref name="ReferenceB">{{ref book |author= Johnstone, Mike |authorlink=Mike Johnstone |title= [[Magic & Mayhem]] |isbn= 9781588469540 |pages=25}}</ref>
+
*Glyphs - Runes inscribed on an object.<ref name="ReferenceB"/>
 
*Sigils - Runes inscribed on a surface subsequently acts as the rune's trigger.<ref name="ReferenceB"/>
*Glyphs
 
  +
Runes inscribed on an object.<ref name="ReferenceB"/>
 
 
====Rune Patterns (aka families)====
*Sigils
 
Runes inscribed on a surface subsequently acts as the rune's trigger.<ref name="ReferenceB"/>
 
===Rune Patterns (aka families)===
 
 
*Awareness family
 
*Awareness family
 
*Beast family
 
*Beast family
Line 63: Line 57:
 
*[[Shamanism]]
 
*[[Shamanism]]
 
*[[Holy]] (aka [[Light]])
 
*[[Holy]] (aka [[Light]])
*[[Voodoo]]<ref>{{ref book |author= Johnstone, Mike |authorlink=Mike Johnstone |title= [[Magic & Mayhem]] |isbn= 9781588469540 |pages=9}}</ref>
+
*[[Voodoo]]<ref>''[[Magic & Mayhem]]'', pg. 9</ref>
   
 
===Arcane branches===
 
===Arcane branches===
Line 69: Line 63:
 
*[[Rune magic]] (runes manifest magical power that is arcane in nature)
 
*[[Rune magic]] (runes manifest magical power that is arcane in nature)
 
*[[Nature]] (rare arcane variation{{Citation needed}}<!-- Cited as LG - but what page? -->)
 
*[[Nature]] (rare arcane variation{{Citation needed}}<!-- Cited as LG - but what page? -->)
*[[fire magic|Fire Magic]] (a subcategory of arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>)
+
*[[fire magic|Fire Magic]] (a subcategory of arcane magic.<ref>''[[Dark Factions]]'', pg. 166</ref>)
 
*[[Frost Magic]]
 
*[[Frost Magic]]
  +
 
===Miscellaneous branches===
 
===Miscellaneous branches===
*[[earth magic|Earth Magic]]<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=204}}</ref>
+
*[[earth magic|Earth Magic]]<ref>''[[Dark Factions]]'', pg. 204</ref>
   
 
==Schools==
 
==Schools==
Line 79: Line 74:
 
*Conjuration - one who specializes in conjuration is known as a [[conjurer]].
 
*Conjuration - one who specializes in conjuration is known as a [[conjurer]].
 
*Divination - one who specializes in divination would most likely be known as a [[diviner]].
 
*Divination - one who specializes in divination would most likely be known as a [[diviner]].
*Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a [[necromancer]].
+
*Necromancy (aka necromantic magic) - one who specializes in necromancy is known as a [[necromancer]].
 
*Enchantment - one who specializes in enchanting is known as an [[enchanter]].
 
*Enchantment - one who specializes in enchanting is known as an [[enchanter]].
*Transmutation - one who specilizes in transmutation would be known as a [[transmuter]]
+
*Transmutation - one who specilizes in transmutation would be known as a [[transmuter]].
*Evocation - one who specializes in evocation is known as an [[evoker]]. Queen Azshara is the inventor of most evocation spells.<ref>{{ref book |author=Arthaus |title=[[Shadows & Light]] |isbn=9781588469731 |pages=76}}</ref>
+
*Evocation - one who specializes in evocation is known as an [[Evoker (occupation)|evoker]]. Queen Azshara is the inventor of most evocation spells.<ref>''[[Shadows & Light]]'', pg. 76</ref>
 
*Illusion - one who specializes in illusion is known as an [[illusionist]].
 
*Illusion - one who specializes in illusion is known as an [[illusionist]].
 
*Universal - Spell falls under all eight categories. Not a true school.
 
*Universal - Spell falls under all eight categories. Not a true school.
   
==Subschools==
+
===Subschools===
 
The main schools split into several subschools. Some of the subschool categories can be found within more than one school.
 
The main schools split into several subschools. Some of the subschool categories can be found within more than one school.
 
*Healing
 
*Healing
Line 94: Line 89:
 
*Summoning
 
*Summoning
 
*Creation
 
*Creation
  +
*Glamour
*Glamer
 
 
*Figment
 
*Figment
 
*Pattern
 
*Pattern
Line 104: Line 99:
   
 
==Descriptor==
 
==Descriptor==
A descriptor further categorizes spells in some way. Some spells have more than one descriptor. Descriptors govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=258}}</ref>
+
A descriptor further categorizes spells in some way. Some spells have more than one descriptor. Descriptors govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.<ref>''[[World of Warcraft: The Roleplaying Game]]'', pg. 258</ref>
 
*Acid
 
*Acid
 
*Air
 
*Air
Line 118: Line 113:
 
*Fel
 
*Fel
 
*Fire (aka [[fire magic]])
 
*Fire (aka [[fire magic]])
Fire magic is a subcategory of arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>
+
Fire magic is a subcategory of arcane magic.<ref>''[[Dark Factions]]'', pg. 166</ref>
 
*Force
 
*Force
 
*Good
 
*Good
Line 140: Line 135:
 
*[[Nature]]
 
*[[Nature]]
   
  +
==Mechanics behind casting==
==The World of Warcraft MMO Schools==
 
The World of Warcraft MMO has schools that are used for game mechanics and may not fit into the lore described in other sources.
 
 
* {{SchoolIcon|Arcane}} [[Arcane]] - Not considered a school, but instead it is a path of magic (fire and frost fall under this path for example).
 
* {{SchoolIcon|Fire}} [[Fire]] - Not considered a school, but an elemental descriptor. Fire magic is a subcategory of the arcane magic.<ref>{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=166}}</ref>
 
* {{SchoolIcon|Frost}} [[Frost]] - Not considered a school, but an elemental descriptor.
 
* {{SchoolIcon|Nature}} [[Nature]] - Not considered a school, but a branch of divine magic & sometimes arcane. In some cases it is considered its own branch (covering all spells that a druid would cast for example).
 
* {{SchoolIcon|Shadow}} [[Shadow]] - Not considered a school, but instead its a subschool.
 
* {{SchoolIcon|Holy}} [[Holy]] - Not a school, but instead is a branch within the divine path of magic.
 
 
Not technically magic:
 
* {{SchoolIcon|Physical}} [[Physical]]
 
 
==Science Behind Casting==
 
{{cleanup}}
 
 
{{source needed}}
 
{{source needed}}
 
===Arcane, runic, and fel===
 
Arcane and runic magic involve manipulating [[ley line]]s, which were laid down by the [[titan]] [[Norgannon]] during the creation of the universe. By manipulating the energies of the ley lines, arcane and runic casters can manipulate the world around them, causing changes in the physical universe.<ref>''[[More Magic and Mayhem]]'', pg. 41</ref>
   
 
Similar to arcane and runic magic, [[fel]] magic involves the caster's manipulating the physical world by making compacts with [[demon]]s. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.
===Arcane, Runic, and Fel===
 
{{source needed}}
 
Arcane and Runic magic involve manipulating ley lines, which were laid down by the titan [[Norgannon]] during the creation of the universe. By manipulating the energies of the ley lines, arcane and runic casters can manipulate the world around them, causing changes in the physical universe.<ref>{{ref book |author=Arthaus |title=[[More Magic and Mayhem]] |isbn=9781588469458 |pages=41}}</ref>
 
   
 
[[Hydromancy]], [[Geomancer|Geomancy]], [[Pyromancy]], and [[Aeromancy]] are magical specializations that require the caster use his/her manipulation over supernatural forces (like manipulating ley lines or compacting with demons) to command the loyalty of the elements from within the [[Elemental Plane]].
Similar to arcane and runic magic, Fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.
 
   
 
[[Necromancy]] is a similar specialization that allows fel (like the [[dreadlords]]) or arcane ([[Cult of the Damned]]) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as [[undead]] minions.<ref>{{ref web|url=http://classic.battle.net/war3/undead/units/necromancer.shtml|title=Necromancer|accessdate=2010-11-07|publisher=Blizzard Entertainment}}</ref>
[[Hydromancy]], [[Geomancy]], [[Pyromancy]], and [[Aeromancy]] are magical specializations that require the caster use his/her manipulation over supernatural forces (like manipulating ley lines or compacting with demons) to command the loyalty of the elements from within the [[Elemental Plane]].
 
 
[[Necromancy]] is a similar specialization that allows fel (like the [[dreadlords]]) or arcane ([[Cult of the Damned]]) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as [[undead]] minions {{Cite|http://www.battle.net/war3/undead/units/necromancer.shtml}}.
 
   
 
===Divine===
 
===Divine===
 
[[Divine]] magic involves the blessings of a supernatural being.
{{source needed}}
 
Divine magic involves the blessings of a supernatural being.
 
   
 
The [[Light|Holy Light]] of Creation grants supernatural healing and, in some cases, destructive powers to anyone who follows the strict discipline prescribed by its religious philosophy. More importantly, the user has to believe in the Light and that what they are doing is right.
 
The [[Light|Holy Light]] of Creation grants supernatural healing and, in some cases, destructive powers to anyone who follows the strict discipline prescribed by its religious philosophy. More importantly, the user has to believe in the Light and that what they are doing is right.
   
The [[Forgotten Shadow]] provides similar powers to those people who follow its nihilistic religious doctrine. [[Troll]] witch doctors draw their abilities from the [[Loa]] gods, invoking their powers by enticing them with voodoo rituals.<ref>{{ref book |author=Arthaus |title=[[More Magic and Mayhem]] |isbn=9781588469458 |pages=8}}</ref> Some of the abilities of a [[druid]] are divine, drawing their power from the Night Elf goddess, [[Elune]].
+
The [[Forgotten Shadow]] provides similar powers to those people who follow its nihilistic religious doctrine. [[Troll]] witch doctors draw their abilities from the [[Loa]] gods, invoking their powers by enticing them with voodoo rituals.<ref>''[[More Magic and Mayhem]]'', pg. 8</ref> Some of the abilities of a [[druid]] are divine, drawing their power from the Night Elf goddess, [[Elune]].
   
 
===Nature===
 
===Nature===
 
[[Nature#In the RPG|Nature]] magic involves drawing upon the spirits of the earth to invoke natural phenomenon.
{{source needed}}
 
Nature magic involves drawing upon the spirits of the earth to invoke natural phenomenon.
 
   
 
Shamans draw upon the power of the elements, creating a personal relationship with each of the five elements (Fire, Water, Air, Earth, and Wilds) and asking for their assistance when it becomes necessary. This procedure is unlike the elemental practices of arcane or fel magicians, who use their manipulation over the physical universe to command the loyalty of elementals at their leisure{{Citation needed}}<!-- Cited as LotC - but what page? -->.
 
Shamans draw upon the power of the elements, creating a personal relationship with each of the five elements (Fire, Water, Air, Earth, and Wilds) and asking for their assistance when it becomes necessary. This procedure is unlike the elemental practices of arcane or fel magicians, who use their manipulation over the physical universe to command the loyalty of elementals at their leisure{{Citation needed}}<!-- Cited as LotC - but what page? -->.
 
Druidism draws its mastery over the natural world from the [[Emerald Dream]], where the [[Spirit of the Wilds]] and the spirits of all living things in the universe reside. Unlike in shamanism, a druid makes a physical connection between his/her spirit and the spirits of the Dream, becoming literally a part of the natural world. This explains the way all druids appear to have foliage growing from them, and their ability to shape-shift, because their spirit has made itself one with all other living things.<ref>{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=67}}</ref>
 
   
 
Druidism draws its mastery over the natural world from the [[Emerald Dream]], where the [[Spirit of the Wilds]] and the spirits of all living things in the universe reside. Unlike in shamanism, a druid makes a physical connection between his/her spirit and the spirits of the Dream, becoming literally a part of the natural world. This explains the way all druids appear to have foliage growing from them, and their ability to shape-shift, because their spirit has made itself one with all other living things.<ref>''[[World of Warcraft: The Roleplaying Game]]'', pg. 67</ref>
There are [[arcane druids]], who use supernatural forces to command a link between themselves and the Dream. Though this practice does require an advanced knowledge of the Emerald Dream, it does not necessitate the close connection and respect of the natural world that true druidism does.<ref>{{ref book |author=Blizzard Entertainment |authorlink=Blizzard Entertainment |title=[[Warcraft II: Tides of Darkness]] Manual |pages=35}}</ref>
 
  +
 
There are [[arcane druids]], who use supernatural forces to command a link between themselves and the Dream. Though this practice does require an advanced knowledge of the Emerald Dream, it does not necessitate the close connection and respect of the natural world that true druidism does.{{fact}}
   
 
==References==
 
==References==
{{Reflist}}
+
{{Reflist|2}}
  +
 
[[Category:Magic schools]]
 
[[Category:Magic schools]]

Latest revision as of 20:51, 10 September 2023

For magic schools in World of Warcraft, see magic schools.
WorldofWarcraftRPG logo
This article contains information from the Warcraft RPG which is considered non-canon.

This article is about lore behind magic schools. It contains a list of all the schools of magic found in published sources and the lore behind them. The final section discusses how mechanics in the MMO do not necessarily fit with the published lore of the RPG.

Paths

Most spells fall into two main categories; arcane and divine. All magic on Azeroth came from the kaldorei, both divine and later arcane.[1] However, not all magic fits neatly into these two categories. Other magic types lurk outside or within arcane and divine, powerful and strange in their own rights. For example Priests have access to divine magic, while druids wield nature magic.[2] One of the most sinister is fel magic.[3]

Divine domains

Divine domains describe healer spells and help define divine spells.[5]

  • Arcana[6]
  • Animal
  • Ancestors - Magic derived from the worship of ancestors, and by the power of ancestors is the ancestor domain. Several faiths believe in ancestral worship, including tauren, orcs, and tuskarr.
  • Crusader[6]
  • Death
  • Destruction
  • Elements
  • Foretelling
  • Healing
  • Madness - The madness domain is magic often derived from chaotic and terrible sources such as the Old Gods. It grants power to certain nihilistic cults or crazed priests.[citation needed] 
  • Power
  • Protection
  • Spirits

Spirits has some overlap with the Elements and the Ancestors domain. It can cover abilities dealing with ancestral spirits, voodoo spirits and elemental spirits/spirits of nature.

  • War
  • Wild

Rune magic

Rune types

  • Marks - Runes inscribed on a creature.[7]
  • Glyphs - Runes inscribed on an object.[7]
  • Sigils - Runes inscribed on a surface subsequently acts as the rune's trigger.[7]

Rune Patterns (aka families)

  • Awareness family
  • Beast family
  • Flame pattern
  • Frost pattern
  • Healing family
  • Motion family
  • Restoration family
  • Shielding family
  • Stone pattern
  • Storm pattern
  • Striking family

Branches

Branches mentioned in the lore in the RPG and other sources.

Divine branches

Arcane branches

Miscellaneous branches

Schools

Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.[5]

  • Abjuration - one who specializes in abjuration would be known as an abjurer.
  • Conjuration - one who specializes in conjuration is known as a conjurer.
  • Divination - one who specializes in divination would most likely be known as a diviner.
  • Necromancy (aka necromantic magic) - one who specializes in necromancy is known as a necromancer.
  • Enchantment - one who specializes in enchanting is known as an enchanter.
  • Transmutation - one who specilizes in transmutation would be known as a transmuter.
  • Evocation - one who specializes in evocation is known as an evoker. Queen Azshara is the inventor of most evocation spells.[11]
  • Illusion - one who specializes in illusion is known as an illusionist.
  • Universal - Spell falls under all eight categories. Not a true school.

Subschools

The main schools split into several subschools. Some of the subschool categories can be found within more than one school.

  • Healing
  • Calling
  • Charm
  • Compulsion
  • Summoning
  • Creation
  • Glamour
  • Figment
  • Pattern
  • Phantasm
  • Scrying
  • Shadow
  • Soul
  • Teleportation

Descriptor

A descriptor further categorizes spells in some way. Some spells have more than one descriptor. Descriptors govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.[12]

  • Acid
  • Air
  • Blessing
  • Chaotic
  • Cold
  • Darkness
  • Death
  • Earth (aka earth magic)
  • Electricity
  • Evil
  • Fear
  • Fel
  • Fire (aka fire magic)

Fire magic is a subcategory of arcane magic.[13]

  • Force
  • Good
  • Language-Dependent
  • Lawful
  • Light
  • Mind-affecting
  • Seal
  • Sonic
  • Totem
  • Water

Special powers

These magical discriptions usually have ties to enchantments or enhancements or bonus abilities on items.

  • Frost/Ice
  • Holy
  • Unholy
  • Shadow
  • Positive
  • Negative
  • Nature

Mechanics behind casting

Arcane, runic, and fel

Arcane and runic magic involve manipulating ley lines, which were laid down by the titan Norgannon during the creation of the universe. By manipulating the energies of the ley lines, arcane and runic casters can manipulate the world around them, causing changes in the physical universe.[14]

Similar to arcane and runic magic, fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity to the demon world, having a similar effect as arcane magic, but without the burdensome study.

Hydromancy, Geomancy, Pyromancy, and Aeromancy are magical specializations that require the caster use his/her manipulation over supernatural forces (like manipulating ley lines or compacting with demons) to command the loyalty of the elements from within the Elemental Plane.

Necromancy is a similar specialization that allows fel (like the dreadlords) or arcane (Cult of the Damned) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as undead minions.[15]

Divine

Divine magic involves the blessings of a supernatural being.

The Holy Light of Creation grants supernatural healing and, in some cases, destructive powers to anyone who follows the strict discipline prescribed by its religious philosophy. More importantly, the user has to believe in the Light and that what they are doing is right.

The Forgotten Shadow provides similar powers to those people who follow its nihilistic religious doctrine. Troll witch doctors draw their abilities from the Loa gods, invoking their powers by enticing them with voodoo rituals.[16] Some of the abilities of a druid are divine, drawing their power from the Night Elf goddess, Elune.

Nature

Nature magic involves drawing upon the spirits of the earth to invoke natural phenomenon.

Shamans draw upon the power of the elements, creating a personal relationship with each of the five elements (Fire, Water, Air, Earth, and Wilds) and asking for their assistance when it becomes necessary. This procedure is unlike the elemental practices of arcane or fel magicians, who use their manipulation over the physical universe to command the loyalty of elementals at their leisure[citation needed] .

Druidism draws its mastery over the natural world from the Emerald Dream, where the Spirit of the Wilds and the spirits of all living things in the universe reside. Unlike in shamanism, a druid makes a physical connection between his/her spirit and the spirits of the Dream, becoming literally a part of the natural world. This explains the way all druids appear to have foliage growing from them, and their ability to shape-shift, because their spirit has made itself one with all other living things.[17]

There are arcane druids, who use supernatural forces to command a link between themselves and the Dream. Though this practice does require an advanced knowledge of the Emerald Dream, it does not necessitate the close connection and respect of the natural world that true druidism does.[citation needed] 

References