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Arcane magic is what order is most commonly perceived as in reality. However, this does not mean order is always perceived as arcane magic in reality. This type of energy is innately volatile, and wielding it requires intense precision and concentration. Unlike fel magic, arcane magic is not a brutal and extremely addictive energy fueled by drawing life from living beings.

Arcane Mysteries

Arcane mysteries are the mysteries of life and death.[1] Death, in the form of necromantic magic, acts as a counterbalance to life. It is an unavoidable force that breeds despair in mortal hearts and pushes everything toward a state of entropic decay and eventual oblivion. It is said that the sacrifice of life was the only way to ensure the saving of another. Sacrificial magic was considered the greatest violation of life and the energies of life, known commonly as nature magic, promote growth and renewal in all things. In the physical universe, the forces of life and death hold sway over every living thing.[2]

Before life began, before even the cosmos took shape, there was Light and Void. The Light swelled across all existence in the form of a boundless sea, unfettered by the confines of time and space. The ocean of Light was dynamic and ever shifting. As it expanded, some of its energies faded and dimmed, leaving behind pockets of nothingness. A new power coalesced and came to be from the absence of Light in these spaces. This power was the Void, a dark and vampiric force driven to devour all energy, to twist creation inward to feed upon itself. The Void grew and spread its influence, moving against the waves of Light. The tension between these two opposite yet inseparable forces eventually ignited a series of explosions, rupturing the fabric of creation and birthing a new realm into existence. In that moment, the physical universe was born. The energies released by the clash of Light and Void raged across the nascent cosmos, raw matter merging and spinning into primordial worlds without number-the Great Dark Beyond-broiled in a maelstrom of fire and magic.[3]

An Astral Dimension

The most unstable energies coalesced into an astral dimension known as the Twisting Nether.[4] The creatures that emerged from this turbulent realm were known as demons. They had been formed as a result of the Light and Void energies that had bled together at the borders of the Twisting Nether. The demons embraced their furious passions and reveled in pushing the boundaries of their power, heedless of the consequences. Many of these aberrations indulged in the highly volatile energy that pervaded the Nether. Some learned to wield the all-consuming powers of fel magic and, before long, the bloodthirsty demons clawed their way into the physical universe, terrorizing mortal civilizations and bringing world after world.[5]

Godlike Beings of Order

"In eons past, the titans used the language of the arcane to weave whole worlds into existence. The ability to move a city about is insignificant." — Aluneth

The cataclysmic birth of the cosmos flung shards of Light throughout reality. These shards suffused the matter of myriad worlds with the spark of life, giving rise to creatures of wondrous and terrible diversity. Composed of the primordial matter from which the universe, the titans are godlike beings[6] who were uniquely susceptible (and therefore connected) to fel magic.[7] Their spirits—known as world-souls—formed deep within the fiery core of a small number of worlds. For ages, these nascent titans slumbered, their energies suffusing the celestial bodies they inhabited. When the titans awoke, they did so as living worlds.[8]

Ordering Disorderly Worlds

Legends hold that the name of the first titan was Aman'Thul. Intent on finding more titans, he explored the worlds of the Great Dark Beyond. His quest was lonely and arduous, but ultimately fulfilling. In time, he discovered other nascent world-souls. Aman'Thul nurtured these kin and roused them from slumber. Those who awakened devoted themselves to his search. Aman'Thul and his siblings became known as the Pantheon. They were benevolent by nature, creatures aligned with order and stability. The titans of the Pantheon realized that order was crucial to finding others of their kind. And on each world they encountered, they employed techniques to ascertain whether a world-soul was present:[9]

  • First, the Pantheon would the world's raging elemental populations.[9] A world-soul can become so vast that it draws in and consumes much of Spirit, a life-giving force that interconnects and binds all things in existence as one, sacrificing its life. Sacrificial magic was considered the greatest violation of life and the titans had hounds, instantly attuned to punish those who delved into delicious sorcery, police the use of arcane magic.[10] Without this primordial force to create balance, elemental spirits can — or do — descend into chaos.[11]
  • They would then reshape the world, forming great mountains, fathomless seas, and roiling skies.[9]
  • Last, the titans would seed myriad life-forms across the newly ordered world. In doing so, the Pantheon hoped to call forth the world-soul and help bring it to maturity.[12]

Most of the time, however, the worlds visited by the titans proved inert. The Pantheon vowed to maintain and protect all of these worlds, even those that did not contain a slumbering spirit. To do so, they empowered life-forms to uphold the integrity of their ordered worlds. The Pantheon also embedded colossal machines in the surface of the worlds that they had shaped. Through these devices, the titans could monitor their worlds-and purge them of life should their evolutionary paths succumb to disorder. Over the ages, the Pantheon discovered fewer and fewer world-souls. Yet they remained undaunted. They knew that the universe was vast beyond measure, and even after epochs of exploring the stars, they had only plumbed but a small corner of creation.[13]

Denizens of the Cosmos

Questionmark-medium This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials.*

Animated Fel

Animated fel is the primal force of chaos,[14] which is order unrecognized by a lesser mind according to the arcane user Iyyokuk the Lucid. Order, in reality, is most commonly perceived as arcane magic, but that does not mean order is always perceived as arcane magic. This type of energy is innately volatile, and wielding it requires intense precision and concentration. Now, conversely, disorder is manifested as highly destructive fel magic. This brutal and extremely addictive energy is fueled by drawing life from living beings.[15]

Arcane Elementals

"Chaos beckons" — Anomalus

"Drain... life!" — the arcane elemental Vexallus

Arcane elementals, if they really are elementals, are manifestations of volatile energy and are innately chaotic.[16] The being of an arcane elemental can be — or is — in a constant state of explosive chaotic flux.[17]

Arcane Wraiths

Arcane wraiths are the window to the source of demonic power (or warlock magics).[18]

Blue Dragons

"...let us see how they deal with chaotic magic." — the blue dragon Arygos, son of MalygosA keeper known as Loken called on his creator, Norgannon, to endow the proto-dragon Malygos with incredible arcane powers. Henceforth, Malygos would be known as the Spell-Weaver and his very scales radiated potent arcane energies. The limitless realms of magic and hidden arcane would be his to share, explore, and protect. To help the Dragons Aspects protect the world, keepers also sought to create a new species. To this end, the keepers magically altered hundreds of proto-dragon eggs. From them would emerge creatures born in the image of the Aspects. This new race, known as dragons, would form five distinct flights and one of them is known as the blue dragonflight.[19]

Ethereals

K'aresh was an arid planet, home to a thriving ecosystem and several sentient species before the arrival of Dimensius the All-Devouring. How the void lord found K'aresh is still hotly debated among the surviving ethereals, but the effects of his coming were unmistakable: he opened countless gateways into the void and the Twisting Nether around the planet, bathing K'aresh in arcane and dark energies. Using every scrap of its advanced technology, one of the mortal races hastily attempted to construct magical barriers around its cities, but it was only partially successful; although the dark energies were blocked, the unimpeded flood of arcane energy tore away the mortals' corporeal shells and infused their souls with enough energy so that they could subsist without a body… barely. Members of this race, now called ethereals, took to binding themselves with enchanted strips of cloth to provide their souls with enough structure to survive. This altered state proved to be a blessing in disguise, as their enhanced minds and magical abilities allowed the ethereals to fight Dimensius and his limited forces to a standstill. Over the years, however, Dimensius eventually grew powerful enough to summon armies of fellow void creatures, forcing the ethereals to flee into the Twisting Nether.[20]

Savage Trolls

The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races.[21] Without Lei Shen, the Thunder King, trolls knew they would never fully learn the secrets of the arcane.[22] The trolls found the mogu's knowledge of arcane magic useful and, eventually, dark trolls discovered an enormous lake of scintillating energies, a lake they would later known as the Well of Eternity. Mesmerized by their discovery, the dark trolls settled along the Well of Eternity's shores. Over generations, the energies radiating from the lake suffused the trolls' flesh and bones, elevating their forms to match their graceful spirits. They transformed into highly intelligent and virtually immortal beings. These former trolls gradually abandoned their ancient heritage and traditions. The tribe's mystics began worshipping the moon goddess, Elune, who they believed was bound to the Well of Eternity itself. They claimed that the deity slumbered within the fount's depths during daylight hours.[23]

The former trolls also discovered the name "Kalimdor" and other titan-forged worlds from communing with Elune and investigating strange artifacts scattered around the Well's periphery. Influenced by this newfound language, they called themselves kaldorei—"children of the stars"—or night elves.[23]

The Children of the Stars

The High Elves

The Sin'dorei

Blood elves are elves that can sense the ebb and flow of arcane magic, and they often manipulate that magic to serve their needs.[24]

The Wretched

The Wretched are desperate and demented criminals who had siphoned arcane magic in amounts exorbitant enough to physically transform them into emaciated, reckless, black-hearted fiends who would gladly kill for a few mana crystals.[25]

Titans

Professions of the Cosmos

In the Warcraft universe, there is an instability, and those skilled in arcane magic have learned how to exploit that instability.[26] However, there were those who held that the rules of arcane magic were absolute.[27]

Demon Hunters

Demon hunters, disciples of Illidan Stormrage, uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge the Burning Legion. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in fellow elves.[28] To keep their fel forces in check, demon hunters mark their bodies with arcane runes.[29]

Druids

The elements that carve form into the universe are fluid forces of nature. Some beings seek to bend the power of these natural elements to their will. Druids, however, worship the protecting spirits of nature. Long ago, nature’s equilibrium  was thrown out of balance, leaving the world vulnerable to catastrophic events, including the first invasion of the Burning Legion, a destructive army from beyond the stars that decimates everything in its path with devastating fel magic. By leveraging the sacred powers of the moon, the sun, and the stars, balance druids access arcane and nature magics—made more potent still through shapeshifting, when the spellcaster takes the form of the moonkin—to aid in the fight against imbalance that threatens the natural order of all things.[30]

Mages

Of the arcane, mages are diviners of secrets, balancing the ebb and flow of incredible mystic energies. By their very nature, titans are godlike beings composed of primordial matter—[31] but the arcanist has mastered harnessing the power of these elemental beings. Mages harvest the lifeblood of nascent titans; those specialized in the ways of the arcane use this arcane energy to tap into the Light, stealing all manner of spells from the order of the Great Dark. While such a practice is often considered by outsiders to be wicked and reckless, the arcanist maintains absolute control over the summoned creatures. These mindless entities are fully beholden to—and empowered by—the will of the mage, until banished to the realm from whence they came.

Warlocks

Warlocks were former mages (or shamans) who delved too deeply into the roots of demonic power[32] (or warlock magics).

The Arcane Arts

The Dark Arts

Presumably, the dark arts are the arts that pertain to the shadow. Shadow (also referred to as the Void) appears as shadow magic, a magic that can be described as priestly. Priests are devoted to the spiritual,[33][33] that which pertains to the Spirit, the primal life force that shamans tap into.[34] Shamanism is a deeply spiritual form of elemental magic that involves a connection with both the natural and the spirit worlds.[35] However, if the energies of a world can be used for destruction, then the energies of the underworld can destroy. It's this destructive power that warlocks use in their incantations and rituals. In the face of demonic power (or warlock magics) most heroes see death. Warlocks see only opportunity. Dominance is their aim and they have found a path to it in the dark arts,[36] the arts of necromancy.

The Arcane Wells

The First Well of Eternity

In Azeroth, arcane energies were concentrated in a well called the Well of Eternity, which was crafted by the titans.[37] The Well of Eternity drew its energies from the infinite Great Dark beyond the world, acting as a mystical fount, sending its potent energies out across the world to nourish life. Thousands of years ago, a primitive tribe composed of nocturnal humanoids known as trolls made their way to the mesmerizing, enchanted lake's edges. Drawn by the Well's strange energies, they built homes upon its shores. The Well's energies affected them over time, making them strong, virtually immortal, and wise. The tribe adopted the name Kaldorei, which meant "children of the stars" in their native tongue. Their magic had to do with the night.[38]

The Nightwell

Elisande and her followers harnessed the Eye of Aman'Thul, one of the Pillars of Creation, to create an immense fount of arcane magic. Known as the Nightwell, this source of power would nourish the sorcerers and protect them from future threats. In millennia to come, the fount would also change Elisande and her allies, transforming them into a new race called the nightborne.[39]

The Second Well of Eternity

Before the Sundering, Illidan had filled several vials with enchanted liquid from the original Well of Eternity. He had poured some of them into the lake atop Hyjal, transforming the idyllic waters into another fount of arcane power.[40]

The Sunwell

The Schools of Arcane Magic

Questionmark-medium This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials.*

Abjuration

Abjuration is the study of protective magic and one of the most important schools for a young mage to study. The most generalized abjuration spell is the mana shield, a spell that transmutes raw mana into a barrier that protects the caster from attacks. Properly executed, this spell can protect the mage against even the most formidable of attacks - but the mana shield is very difficult for a novice to master. It often takes a mage months of practice to even conjure a simple mana shield, and thus, more basic alternatives exist. A series of elemental armor spells were invented to aid the traveling mage in the unfortunate case that he or she might be attacked. These spells require far less raw energy to cast then a mana shield and are more easily maintained over time, but lack the raw potency of the mana shield.[41]

Rather than stopping an attack completely, a frost armor spell might simply decrease the effectiveness of the assault. The more advanced armor spells grant other benefits - for example, the potent mage armor spell actually assists the caster in regaining magical power more easily. Practitioners of the arcane arts are often ambitious, and they frequently find themselves in situations where magic may slip just slightly beyond their control. It is for this reason that the ward spells exist. Ward spells are quick, potent incantations to protect the caster against a form of elemental damage - damage which is often caused by the caster attempting one of the other schools of magic. This is why studying abjuration early is so imperative.[41]

Conjuration

Conjuration is the study of summoning - both creatures and objects.[42] By their very nature, the titans were uniquely suscpetible to fel magic[7]—but the arcanist has mastered harnessing the power of these godlike beings. Mages can harvest the lifeblood of a nascent titan; those specialized in the ways of astrology would — or do — use this life essence to tap into the Void, pulling all manner of abomination from the chaos of the Twisting Nether. While such a practice would be often considered by outsiders to be wicked and reckless, the arcanist would — or does — maintain absolute control over the summoned creatures. These entities would be - or are - fully beholden to—and empowered by—the will of the mage, until banished to the realm from whence they came.The opposite of conjuration would be - or is - the study of unsummoning or banishing - both creatures and objects. The unsummoning of structures allows acolytes to reduce fully constructed structures to their base forms of matter and energy. Some of this matter and energy is lost in the conversion, as are most things that are pulled through the Great Dark Beyond.[43]

Divination

Divination is the school of magic dedicated to gathering information. Powerful divinations can allow the mage to see targets from a great distance, or even view what may normally be invisible. One of the most common uses of divination magic is scrying, which is the art of seeing something that may be far away — perhaps even on another plane of existence[44] such as the Twisting Nether, the realm of the demons.A common perception was shared that the magi's magic was unholy and possibly even demonic.[45] By their very nature, demons are leeches on the living universe—but the demonologist has mastered harnessing the power of these malefic beings on the field of battle. Warlocks harvest the souls of their defeated enemies; those specialized in the ways of demonology use this life essence to tap into the Void, pulling all manner of abomination from the chaos of the Twisting Nether. While such a practice is often considered by outsiders to be wicked and reckless, the demonologist maintains absolute control over the summoned creatures. These malignant entities are fully beholden to—and empowered by—the will of the warlock, until banished to the realm from whence they came.[46]

Enchanting

Enchantment is stated to be the process of imbuing an object - or person - with magical power. Some enchantments are temporary, while others can offer permanent benefits. Enchanting can be difficult to learn, but it is one of the most potentially lucrative forms of magic to study. Disenchanting is the process of dispelling or removing magic. The dispel magic spell is among the most important in a mage's arsenal, as it can potentially reverse the catastrophic effects of a misfired spell. It is also possible to permanently disenchant a magical item. This produces a unique form of crystallized mana that can be used in the process of imbuing another item — or person — with magical abilities. While this can get expensive, it is often one of the best ways for a young mage to study the process of infusing an object — or person — with magical power.[47]Infusing a creature with the powers of entropy and destruction (warlock magics) would (or does) cause him - or her - to effectively become a demonic being connected to a demon or demons, evil immortals who feed upon life and magic: In order to become a demon, a creature must be infused with fel energy. Fel energies are essentially demonic, entropic energies that can — and does — consume souls.[48] Presumably, the process of devouring souls produces a unique form of crystallized soul known as the soul shard, which is a demonic resource that creates a connection to the Twisting Nether, pulling a demon through against its will.[49] Soul shards can be combined into a soul trap.[50]

Illusion

Illusion is the art of deceiving reality itself. The mists of illusion can make a mage invisible or inaudible to the world or twist the image of a location into something entirely different. Illusion can be used for disguise or manipulation, but beware, spells to counteract illusions exist in the divination school. It is not viable to base your entire career on illusionary magic. Contrary to popular belief, illusions are far more than mere parlor tricks. The spell of invisibility is among the most integral in a battle mage's repertoire, as one will often find himself — or herself — in dangerous situations and in need of a quick method for a strategic retreat. Illusions can also be used to deceive opponents into thinking that one is elsewhere, or even trick enemies into fighting each other. This is no easy task, but the accomplished illusionist can turn allies into enemies — and his or her own enemies into allies.[51]The art of reminding people what's real seems to counter illusion itself. Illusions have always existed when regarding to World of Warcraft lore because they are ultimately a composition of Light and Void energies, forces that can't actually be created and are real when regarding to World of Warcraft. One can scoff at the idea of unseen powers, of spirits of places or things,[52] and so it seems that not everybody believes in dark spirits that exist in the Void and are composed of pure shadow magic, a priestly magic which warlocks exploit. Warlocks can — and do — control compositions of spiritual energies that exist outside bodies and appear to be disembodied ghosts. According to the Lore Historian Justin Parker, warlocks aren't necromancers even though they have the abilities of necromancers. It seems that Justin Parker doesn't understand that warlocks are magical practitioners who seek to understand darker, fel-based magics, including destructive spells.[53]

Necromancy

Necromancy is the study of magic involving the dead. Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed.[54] Conversely, animancy would be - or is - the study of magic involving the fel. Fel is the primal force of chaos and it can pool into a green goop when in physical form.[14] It is a substance[55] that can be animated.[56] Prior to being animated, fel is inanimate and so would one can, presumably, animate - or fuel - the fel by drawing life from living beings and be considered animancers or necromancers.

Transmutation

The ninth and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space. Perhaps the most iconic Transmutation spell is Polymorph, which allows a mage to turn something - or someone - into something else. Fortunately for many, the effects are not permanent. The second most famous use for transmutation magic is teleportation. The most basic teleportation spell is Blink, and it remains among the most useful. Blink can be used to quickly escape a foe - or save a mage who has accidentally fallen off a cliff. Do not attempt to use blink to escape falling to death unless absolutely necessary. This is the kind of trick one can only fail once. Spells that manipulate time also fall into this category. The ever-popular slow fall spell is an excellent alternative to falling to death (and much more reliable than Blink at this function). More advanced practitioners of the arcane arts can also learn a spell that slows the movements of their enemies.[57]

Speculation Section

Questionmark-medium This article or section includes speculation, observations or opinions possibly supported by lore or by Blizzard officials.*

Are Demons A — If Not The — Source Of Arcane Magic?

The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners.[58] A common perception was shared that the magi's magic was unholy and possibly even demonic.[45] This might be because arcane energies are the energies of the Twisting Nether,[59] the realm of the demons.

Is Elune An Arcane, Or Arcane-Related, Deity?

Mystics believed that Elune, the moon goddess, was bound to the Well of Eternity, an arcane lake. If Elune slept within the lake, she definitely is an arcane, or arcane-related, deity. If she is an arcane deity, the first night elf mages might have been priests who decided to study and harness Elune's energy.

Is The Arcane From A Realm Of Order?

Arcane is the language of order[60] and would be - or is - derived from a place of order. Despite that fact, arcane energies are stated to be the energies of the Twisting Nether, which is a place of chaos.[61] If arcane magic is the force from a place of chaos, it is - by extension - the force of chaos, which fel is described as.[14] If arcane energy is fel energy and from the Twisting Nether, perhaps the study of arcane magic is technically necromancy because the Twisting Nether, according to the Warcraft II manual, is the realm of the dead where the spirits of the dead linger.

Is The Arcane A Form Of Life Or Necromantic Magic?

Arcane magic is what necromancy, an arcane art, is a school of.[54] Clearly arcane magic is - or has - something integral to necromancy if necromancy is an arcane art or a school of arcane magic. As such, one can consider the arcane magic - the magic available to magic -[58] to be necromantic magic - the magic of necromancers: magi who are stated to have dabbled in dark magic.[62] Despite that fact, arcane magic isn't treated as necromantic magic by Blizzard's Chronicle.

Is The Arcane The Force From Chaos?

Arcane energies, as stated before, are of the Twisting Nether, which is a place of chaos.[61] Chaos is order unrecognized by a lesser mind according to the arcane user Iyyokuk the Lucid and it is stated that order is most commonly perceived as arcane magic in reality. This does not mean, however, that it's always perceived as arcane magic. This type of energy is innately volatile, and wielding it requires intense precision and concentration. Now, conversely, disorder is manifested as highly destructive fel magic,[15] which requires but an insignificant sacrifice to fuel the magic.[63] Sacrificial magic was considered the greatest violation of life and the titans had hounds, instantly attuned to instantly punish those who delved into such delicious sorcery, police the use of arcane magic.[10] As the manifestation of a lack of order, which is most commonly perceived in reality as arcane magic, fel magic cannot really exist without order because without order, there is no disorder (one can't even spell disorder without order). As such, perhaps fel magic is demonic arcane magic or a demonic form of arcane magic.

Is Elune An Arcane, Or Arcane-Related, Diety?

The Roleplaying Game

Warcraftrpg-logo-small
This article or section contains lore taken from the Warcraft RPG books, and thus is not necessarily canon.

Arcane magic, at it's most corrupt, is fel energy for it employs the blood of demons. Fel energy, which most commonly manifests itself as ghastly, green-yellow flame, is the ultimately manifestation of the demonic arcane on Azeroth.[64]

The World of Warcraft References

  1. Warcraft II: Tides of Darkness manual - The Rise of the Shadow Council
  2. World of Warcraft: Chronicle Volume 1 pg. 16-17 on iBooks
  3. World of Warcraft: Chronicle Volume 1 pg. 30-31 on iBooks
  4. World of Warcraft: Chronicle Volume 1 pg. 31 on iBooks
  5. World of Warcraft: Chronicle Volume 1 pg. 38 on iBooks
  6. World of Warcraft: Chronicle Volume 1 pg. 25 on iBooks
  7. 7.0 7.1 World of Warcraft: Chronicle Volume 1 pg. 97 on iBooks
  8. World of Warcraft: Chronicle Volume 1 pg. 31-32 on iBooks
  9. 9.0 9.1 9.2 World of Warcraft: Chronicle Volume 1 pg. 33 on iBooks
  10. 10.0 10.1 Quest:Seeking the Soulstones - Blade's Edge Memory
  11. World of Warcraft: Chronicle Volume 1 pg. 49-50 on iBooks
  12. World of Warcraft: Chronicle Volume 1 pg. 33-34 on iBooks
  13. World of Warcraft: Chronicle Volume 1 pg. 34 on iBooks
  14. 14.0 14.1 14.2 Animated Fel
  15. 15.0 15.1 World of Warcraft: Chronicle Volume 1 pg. 17 on iBooks
  16. Ultimate Visual Guide pg. 176
  17. Vexallus
  18. Quest:Windows to the Source
  19. World of Warcraft: Chronicle Volume 1 pg. 88-89 on iBooks
  20. Ask CDev
  21. World of Warcraft > Game Guide > Races > Troll
  22. World of Warcraft: Chronicle Volume 1 pg. 171-172 on iBooks
  23. 23.0 23.1 World of Warcraft: Chronicle Volume 1 pg. 194 -195 on iBooks
  24. WoW TCG Card: Tyrus Sheynathren - Blood elves can sense the ebb and flow of arcane magic, and they often manipulate that magic to serve their needs.
  25. Paragons pg. 686 on iBooks
  26. Ask CDev
  27. World of Warcraft > Game Guide > Tales, Comics, Videos > Short Stories > Charge of the Aspects > Page 3
  28. World of Warcraft > Game Guide > Classes > Demon Hunter
  29. Quest:Opposites Repel
  30. World of Warcraft > Legion Class Preview Series: Warlock
  31. Legion Class Preview Series: Mage - Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe. These practitioners push their magical knowledge to its very limits—often to the brink of their own exhaustion, and at great risk to the world around them. Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies, drawing upon replenishing energies to maintain their assault for as long as the battle demands.
  32. http://web.archive.org/web/20031002110845/http://www.blizzard.com/wow/townhall/classes.shtml#warlock
  33. 33.0 33.1 World of Warcraft > Game Guide > Classes > Priest
  34. Dave Kosak on Twitter
  35. Ultimate Visual Guide pg. 21
  36. World of Warcraft > Game Guide > Classes > Warlock
  37. Warcraft III: Reign of Chaos Game Manual - The Ordering of Azeroth
  38. The Well of Eternity pg. 188
  39. World of Warcraft: Chronicle Volume 1 pg. 218-219 on iBooks
  40. World of Warcraft: Chronicle Volume 1 pg. 232 on iBooks
  41. 41.0 41.1 The Schools of Arcane Magic - Abjuration
  42. The Schools of Arcane Magic - Conjuration
  43. Warcraft III: Reign of Chaos Game Manual - UNSUMMON
  44. The Schools of Arcane Magic - Divination
  45. 45.0 45.1 Tides of Darkness pg. 395 on iBooks
  46. World of Warcraft > Legion Class Preview Series: Warlock
  47. The Schools of Arcane Magic - Enchantment
  48. Quest:Speaker for the Dead (Shadowmoon Valley)
  49. Quest:Soul Shards of Summoning
  50. Quest:Forging the Soul Trap
  51. The Schools of Arcane Magic - Illusion
  52. Rise of the Lich King pg. 301 on iBooks
  53. Ultimate Visual Guide pg. 21
  54. 54.0 54.1 The Schools of Arcane Magic - Necromancy
  55. Quest:The Strength of Corruption
  56. Animated Fel
  57. The Schools of Arcane Magic - Transmutation
  58. 58.0 58.1 World of Warcraft > Game Guide > Classes > Mage
  59. Warcraft II: Tides of Darkness manual - Cho'gall
  60. Dave Kosak on Twitter
  61. 61.0 61.1 Jeremy Feasel on Twitter
  62. Arthas: Rise of the Lich King pg. 207 on iBooks
  63. The Comic Volume 4: Whispers - "Let me help you fight that monster...for fel magic is powerful...and we are near the sea. It requires but an insignificant sacrifice—a living fish or two, a few strands of seaweed—to fuel the magic."
  64. Magic & Mayhem

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