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See also, Magic schools

Every ability, power or spell belongs to one of seven schools, which defines what can be done to absorb, immunize against or resist it. Your resistance against five of these schools are displayed in your character information.

If you are a caster, and an opponent uses Spell frost iceshock [Counterspell], Spell shadow mindrot [Spell Lock], Ability kick [Kick], Ability warrior shieldbash [Shield Bash], Inv gauntlets 04 [Pummel], or Spell nature earthshock [Earth Shock] 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 for Hunters and Frost for Shaman.

Physical

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.

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

Arcane

Ability Arcane 32x32
See also: List of arcane abilities

Arcane magic is typically utility magic that causes various effects rather than dealing direct damage that is used by Mages, night elf Priests, 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 Druids' Spell nature starfall [Moonfire] and Spell arcane starfire [Starfire]. Night Elf Priests can also do Arcane damage with Spell arcane starfire [Starshards]. Also, the Blood Elf racial abilities Spell arcane manatap [Mana Tap] and Spell shadow teleport [Arcane Torrent] are Arcane-based.

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 three spells that do damage (Spell nature starfall [Arcane Missiles], Spell nature wispsplode [Arcane Explosion], Spell arcane blast [Arcane Blast]) 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 Conjured 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.

Fire

Ability Fire 32x32
See also: List of fire abilities

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 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, Warlocks can also deliver Fire damage. Warlocks specced heavily into their Destruction talent tree are sometimes called "Firelocks". Hunters' Spell fire flameshock [Immolation Trap] and Spell fire selfdestruct [Explosive Trap] also deal Fire damage; similarly, explosives and damaging trinkets created by Engineers typically do Fire damage. Mages can absorb Fire damage with Spell fire firearmor [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 Spell fire sealoffire [Fire Resistance Aura] and Spell fireresistancetotem 01 [Fire Resistance Totem] respectively. A Warlock's Imp can cast Spell fire firearmor [Fire Shield] to increase fire resistance of friendly player characters and pets, but only the highest rank (Rank 6) will do so.

Frost

Ability Frost 32x32
See also: 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. Mages, Shamans, 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' Spell frost frostshock [Frost Shock] is of the Frost school too, as well as the Hunter's Spell frost chainsofice [Freezing Trap] and Spell frost freezingbreath [Frost Trap]. Mages can absorb Frost damage with Spell frost frostward [Frost Ward].

Spell frost wizardmark [Frost Resistance] exists as a statistic as well. Paladins and Shaman can specifically increase Frost Resistance with Spell frost wizardmark [Frost Resistance Aura] and Spell frostresistancetotem 01 [Frost Resistance Totem], respectively.

Nature

Ability Nature 32x32
See also: List of nature abilities

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.

There is a Nature resistance statistic. Hunters and Shaman can specifically increase Nature Resistance with Spell nature protectionformnature [Aspect of the Wild] and Spell nature natureresistancetotem [Nature Resistance Totem], respectively.

Shadow

Ability Shadow 32x32
See also: List of shadow abilities

The opposite of Holy magic, Shadow is probably the most versatile school. Used by Priests and Warlocks, 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 Spell shadow bloodboil [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 Warlock healthstone [Healthstone] or Spell shadow soulgem [Soulstone] and the summoning of demons. Warlocks can also absorb shadow damage with Spell shadow antishadow [Shadow Ward].

Shadow Resistance is the final resistance type. Paladins and Priests can specifically increase Shadow resistance with Spell shadow sealofkings [Shadow Resistance Aura] and Spell shadow antishadow [Shadow Protection], respectively.

Holy

Ability Holy 32x32
See also: 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: Spell holy holysmite [Smite] and Spell holy excorcism 02 [Exorcism], for example. Contrary to popular belief, Holy Magic does not do an additional damage to the undead or demons unless it is specifically mentioned in the toolbox (such as in Exorcism).

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

It is not possible to build resistance to Holy magic, giving Holy Priests 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 Spell magearmor [Mage Armor], do not include Holy resistance. Also, the damaging Holy spells used by Priests and Paladins tend to deal smaller amounts of damage in comparison to other schools, counterbalancing the lack of resistance. In PvE, Holy resistances do exist under specific circumstances (if the enemy has a higher level than you), and in that case your Holy spells may be partially resisted.

There is no Holy resistance stat, therefore buffs such as Spell nature regeneration [Mark of the Wild] do not reduce damage from holy spells, but percentage-based damage-reduction abilities such as a warrior's Ability warrior defensivestance [Defensive Stance] successfully reduce damage from Holy spells. Also, the [Holy Protection Potion], [Greater Holy Protection Potion], [Major Holy Protection Potion] items will also absorb limited amounts of Holy damage.

Additional information

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

See also

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