Conquest of the Horde

Full Version: Magic and You - Understanding the Mystical
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Introduction

[justify]Well, I've decided to write a guide about magic in the Warcraft Universe, after loads of deliberation and long hours of research. It'll give you an idea of how magic works, the nuances in spellcasting and other forms of magic. This should be a comprehensive guide for all forms of magic, and not only meant for the 'Mage' playable class, but for all the magically oriented classes as well. I've brought magic down to a science, and hope that this guide would help everyone (:[/justify]

Understanding the Concept

The Arcane
Quote:The arcane (a.k.a. arcane magic) is a general term for the various domains of magic in Warcraft lore.
[justify]Arcane magic originated from the Well of Eternity, and as such, is a form of magic foreign to Azeroth for it draws power from the great dark beyond. It's original purpose was to nourish life, and some say that the Night Elves were the product of this nourishment. The well acted as a conduit for the manifestation of magic, which essentially drew the Burning Legion to Azeroth. After the well's destruction, magical energy scattered throughout Azeroth, but without a medium for it to work, congregating in what is known as ley lines.. Here comes into play a Very Important Concept; magical energy is constantly replenished, because when arcane energy is drawn from these ley lines into a person for a spell, it creates a void which draws more energy from the twisting nether to take its place. The limits of magic (or in-game mana) lies in the inert ability of the body to accept the energy, for casting a spell takes its toll on the body, thus, the concept of 'mana' revolves around 'magical stamina'.

The High Elven Sunwell was created from a vial of water taken from the Well of Eternity, showering the Quel'Dorei with a continuous supply of magic. Learning from the lessons of the past, they created tomes around their city to prevent a spillover effect, as well as to prevent their new source of magic from drawing the Burning Legion. This is the reason why the High Elves are addicted to magic while the Humans aren't. When the humans were taught magic, they drew that magic from their surroundings, drawing energy from the twisting nether, using their body as a medium, to create their spells. One has to remember Another Important Concept;
magic is like a drug. When one feels the power of an arcane spell coursing through one's body as it's being cast, resisting the urge to cast it again is very very difficult.

Therefore, a human only feels that pleasure when casting the spell, but the Quel'Dorei felt that pleasure every second of their lives due to the Sunwell. Their constant exposure to magic meant that when the Sunwell was destroyed, they required magic which could make them feel that pleasure again. Casting a fel spell is described by many spellcasters as a euphoric experience, so here's Another Important Concept; if arcane magic is an addiction, fel magic is the embodiment of the drug in its purest form. That is why the Quel'Dorei became Blood Elves, because their body misses the feeling of magic coursing through their body all the time. With that being said,
other races can also be addicted to magic. Should, for example, a Human be addicted to magic, it would corrupt his soul, and those really addicted would turn to fel magic, others would just constantly commit to spellcasting. This is the reason why the Burning Legion were drawn to Azeroth the second time, because magic, which is drawn from the twisting nether, was being abused.

For more information regarding the individual schools of the Arcane, as well as it's corrupting influences, please refer to: Arcane Magic and You - A Dummy's Guide to the Arcane by Theik.
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The Divine
Quote:The divine (a.k.a. divine magic) are forms of magic on faith in gods or spirits in Warcraft Lore.
[justify]Divine magic draws on a wide variety of sources depending on the faith of the practitioner. Priests whisper prayers to evoke power from beings such as Elune. Healers bask in the good will provided by the religion of the Holy Light. Under the awesome sky, shamans call upon the natural order to empower their spells and heighten their understanding of the world. Witch doctors summon ancestral spirits and tribal protectors. Warlocks invoke the names of dark gods, ancient powers whose legends are stained in cruelty and bloodshed, but who are also capable of benevolence when appeased. Druids of the wild bond with plants and animals and draw on the magic power inherent in the natural world. However, with regard to Divine Magic, one has to understand Another Important Concept; Faith is the basis behind all forms of Divine Magic.

Unlike arcane spellcasters who believe that power exists to be taken, divine spellcasters must constantly affirm that they are worthy of their gifts. When a divine spellcaster needs to test his convictions, he arranges to face a special personal challenge in which he affirms his faith by enduring torment, the contents of which depends on the practitioner's background. A practitioner doesn't endure an ordeal for rewards, but to affirm his faith to those he serves. There's a difference in undergoing an ordeal with the motive of selfishness and undergoing an ordeal with the motive of selfless servitude. Examples of these include shamans who journey into the wilderness and survive storms of preternatural intensity without magical aid, or a warlock who ventures onto grounds consecrated to the Old Gods and spills his own blood to entice the forces of primeval cruelty to come and visit their worst afflictions upon him.

Surviving ordeals such as these require unwavering faith, and although not always required in order to maintain the power bestowed onto them, those who undergo such ordeals with pure intentions would definitely be given greater powers by those he serves. However, there are priests who do not believe in a single 'god' per se, and these priests draw power from within, having unwavering faith in themselves. Their faith enables them to alter the magical fabric to call upon divine light and divine shadow by altering the flow of the arcane through them. Because of their faith, however, they do not receive much pleasure from arcane spellcasting, and although this form of faith is regarded by most as methods of the Arcane, the essential ingredient that makes it possible is still faith, thus it's category under the divine.

For more information on Divine Magic, please refer to: Divine Magic and You - A Dummy's Guide to the Divine by Theik
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Understanding the Effects

Arcane

Spoiler:
[justify]One has to remember that the Arcane school of magic is not one specialising in combat. It does not separate itself between offensive and defensive spells the way Frost and Fire schools do. Although arcane magic has offensive spells in-game (like Arcane Missiles and Arcane Blast), those spells were not created with intent to harm. They're essentially modifications of other spells which solidify magical essence. The arcane school of magic focuses on enhancing and empowering rather than destroying. Spells in this school include abilities such as levitation, teleportation, and telekinesis. Employing this form of magic involves drawing upon magical energies from the surroundings, using the casters body as a medium, then concentrating on the desired manifestation of said energy. In the example of teleportation, one focuses on forcing the magical energy to break down matter and assemble it elsewhere. This means that when 'conjuring' water or food, one either forces the magic to materialise in said form, or transfers the item from a specific location known to the caster. Portals are a long term manifestation of arcane energy which are 'programmed' to scramble and reconstruct. Thus only truly skilled and learned wizards could hold portals open for extended periods of time.

Spells of the Arcane school of magic usually aim to solidify magical energies. Solidifying of arcane energy is the most common and simplest use of arcane magic, and the results of which can be seen from in-game spells such as arcane missiles and arcane explosion. It would also be theoretically possible to create a barrier of arcane magic to form a shield-like structure, but the possibility of this is not reflected in the game mechanics, so one can conclude that solidified arcane energy is unstable, requiring movement to maintain its solidity. There are also methods of employing the arcane energies in a unique yet experimental way, examples of which would be coaxing arcane energy through natural fire, strengthening it, or to have it reflect light in the air to create 'light shows' so to speak, as well as to use it as a sort of sonar. These methods are just the result of my imagination, and haven't really been proven to be possible in Warcraft lore. However, a good role player could always try out one of these methods, or others, and make it sound logical.

Levitation requires proper manipulation of the arcane, creating a barrier around the item or person and moving it around through control of that solidified arcane energy. Since we are relying on the hypothesis that solidified arcane energy is stable only when in motion, one wouldn't really be able to hold something or someone in stasis when levitated. That being said, the heavier the object, the stronger the levitation spell would have to be in order to lift it. Runes would also be able to cause gravity defying properties, but not levitation per se.

Characters who specialise in this school of magic are usually very intelligent and tend to avoid conflicts. They would be able to see through varying perspectives, and most importantly, they would most definitely be arrogant to some extent. This is because manipulation of the arcane is an art not all are able to accomplish. Forcing magical energy to perform so varied a task means that specialists in the arcane are usually respected by others because of their skill. Characters would also have an innate ability to concentrate and clear their mind, for that is what is required to practice the Arcane.[/justify]

Fire

Spoiler:
[justify]Fire is much like frost in that it is a school of magic made for combat. The Fire school of magic is aggressive in nature, focusing more on offense than it does defense. Employing this form of magic involves drawing upon magical energies from the surroundings, using the casters body as a medium, and focus on the concept of fire. Thus, when the magic materialises, it constantly seeks to release thermal energy. The concept of fire here centers around the intent to cause destruction, to convert magical energy into thermal energy. In order to do so, the arcane energy, when coursing through the body during a spell, needs to feel the heat from that medium. Thus, casting a strong fire spell requires the spellcaster to usually be in an emotional extreme, for the need to release those emotions is felt by the arcane energy, which will then try to meet that need through fire. Spells like molten armor, which are long term fire spells, requires that the magi always be in a mental state which calls for heat, requiring a lot of multitasking.

Magical fire is -very- different from normal fire. This is because the source of magical fire is, well, magic, and not a naturally flammable substance like gasoline, wood, etc. This is very important to remember, because you can't put out a magical flame by pouring water over it or blowing on it. Magical fires run out when there is no longer any arcane energy for it to turn to flame. The strength of the flame is dependent on how forceful the caster is in casting his spell, and the duration of the flame is dependent on the amount of magical energies the caster put into the spell. That being said, a fire can continue to blaze if the caster continues to channel arcane energy. To put out a magical fire, one would either have to deconstruct the spell that holds the fire together, which requires intricate knowledge of magical fire, or send a frost spell to the core of the flame which is equal to, or greater than, the strength of the fire.

Characters who specialise in the fire school of magic are usually bold and courageous. They feel very passionately, and wouldn't usually allow others to tell them what to do. They make great leaders, and would seek to solve conflicts with duels.
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Frost

Spoiler:
[justify]Frost is the antithesis to Fire. Despite being a school created for combat, frost is passive in nature, focusing on defense more than it does offense. Employing this form of magic involves drawing upon magical energies from the surroundings, using the casters body as a medium, and focus on the concept of frost. Thus, when the magic materialises, it constantly seeks to absorb thermal energy. The concept of frost here centers around the need for solitude, to freeze everything and keep everything the same. In order to do so, the arcane energy, when coursing through the body during the casting of a spell, needs to feel cold. Casting a strong frost spell requires that the caster detach himself from emotion, such that he would not 'feel', creating an emotional void. The arcane energy would be able to feel that void, and would then try to fill that void through absorbing thermal energy once materialised. Should the caster want that materialisation to be in the form of ice, he only needs to focus on absolute stillness. Spells like blizzard, which affects a large area, requires one to channel the arcane energy over a wide area, which is not easy for frost magic.

There are two methods of employing frost magic. One would be to literally send a bolt of frost, freezing the target to the core, preventing the affected area from carrying out any form of movement of activity. The other method would be to use the frost to solidify, usually in the form of ice shards and such. The spell blizzard makes use of this solidifying aspect, and takes advantage of the clouds. Ice formed by frost spells are usually not made of water. They are usually manifestations of arcane energy at subzero levels. However, if the air is humid, then frost spells could be used to form ice made from water, which is much easier than solidifying the arcane frost. However, ice made from water, frozen by frost, is just that. Ice. Ice made from solidifying of arcane energy however, doesn't melt so long as the Magus is channeling arcane energy into the ice, and is much more reliable. Once the channeling stops, the solid frost becomes like ice made from water, but takes much longer to melt, and is harder than ice made from water. However, solidifying arcane frost takes time, so it depends on the needs of the spell caster.

Characters specialising in the school of frost are usually reserved and solitary. They are apathetic in nature, and reluctant for change. However, they are organised and efficient, and would defend their beliefs with duels if need be.
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Nature

Spoiler:
[justify]The nature branch of divine magic is almost exclusive to druidism. Druids form bonds with the soul of nature and make use of what is available. While practitioners of The Arcane seek to bend magical essence to their will, practitioners of druidism seek to put together forms of nature that is already available to them. They do not create, merely reshape through ways taught to them by nature itself. Druidism requires that one form a bond with the earth, and more often than not, a totem to draw their power from. Night Elves enter the Emerald Dream to form that bond, while totemic druids have faith in their totems, thus is the faith of the druids. Characters who practice druidism are usually pacifists, for they understand the importance of life, and will try their best not to destroy nature's work.

An arcane version of nature magic is usually studied by wizards who are trained outside the cities, drawing on the magical essence and shaping it to suit purposes such as ripening, culling and harvesting. A practitioner of arcane nature can take a seed and pull the youth from it until its a flower. However, the arcane aspect of nature does not go beyond the menial, for nature actively seeks to reject The Arcane, and any attempts of trying to mold magical energy into a likeness of nature through spells would usually not amount to much, for once it leaves the medium, the magical energy rejects nature, and the rejection makes the spell a lot weaker than intended.

For more information regarding druidism, and the specifics of druid magic, please refer to: The Nature People - A Guide to Druids and Druidism by Dilly.
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Shadow

Spoiler:
[justify]Shadow magic, although considered as a form of The Arcane, is actually in a league of its own. This is because magic pertaining to the Arcane require the arcane energy to go through the body and come out guided by a spell. Shadow magic however, is obtained from the shadow plane, which is an integral part of the universe, especially the Warcraft Universe. To get access to this shadow plane, the Magus manipulates the arcane energy surrounding him, and reaches out to the shadow plane through that rift, calling forth shadow energy, which then goes through the same process of spellcasting. In this sense, one does not allow arcane magic to enter the body, and since shadow energy does not give the caster the same pleasure as arcane energy, this form of spellcasting is not addictive. The shadow plane is just that, a plane with a source of shadow energy, and cannot be said to be good or evil. However, shadow energy corrupts the soul, blocking it from the attributes such as compassion, kindness, etc.

Constant use of shadow energy removes any 'feeling' within the practitioner. Inability to feel is the effect of shadow energy, unlike the frost school of magic, which merely requires one to dampen emotional needs. This is why those who employ shadow energy are seen as 'evil', for they disregard common feelings, and are extremely rational beings. Practitioners of shadow magic do not get angry or sad or anything for that matter. Warlocks who specialise in shadow magic maintain their emotions because their demonic affiliations counter the effects of shadow energy. Priests who specialise in shadow magic maintain their emotions because of their faith to their devoted god which counters the effects of shadow magic. In this sense, a person who only uses shadow magic would not exist, for they would be totally unfeeling, and lose all purpose. Only the undead can use shadow magic without fear, for there is no living essence for the shadow energy to cling to.
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Holy

Spoiler:
[justify]Holy magic is a form of Divine Magic that restores and heals the living. Practitioners of holy magic usually devote themselves to a superior being, which grants them the holy energy to cast spells. This energy is pure and does not have side effects like that of Shadow or Arcane Magic. However, beings that are able to provide this energy dictate the extent that this power is to be used for. Should one go against the orders of these superior beings, the power of holy energy is taken from them. Examples of these divine entities include the Holy Light, the moon goddes Elune, the Naaru, and in the case of the Tauren, the sun. Forsaken priests are those who, in their previous life, followed the Holy Light. Thus, in their undead form, they attempt to use shadow energy to recreate the effects of Holy Energy, which falls under the Arcane form of Holy magic. Use of holy magic is dictated by the superior beings, and as such, practitioners of Holy Magic are usually very loyal and faithful, always trying extend their faith to others and protecting it's honour. One should also realise, that since the superior beings differ, the powers that are handed down to their followers would also differ. For example, the nature of holy magic from a Human priest would differ slightly from the nature of holy magic from a Night Elf priest, and so on and so forth. This difference doesn't affect anything major, and is just something that should be remembered, so that the holy energies of two priests from differing races are not RPed to be similar.[/justify]

Demonology

Spoiler:
[justify]Demonology is the study and practice of using and amplifying demonic powers and the ability to summon items or Demons, mostly using Soul Shards. It is divine magic in the sense that a practitioner of demonology serves the demons, calling on them for aid. Employing this form of magic requires one to have a demonic bond with the arcane, and usually evolves around summoning demonic creatures and causing rifts in the magical fabric with demonic power to afflict a target. Therefore, practitioners of demonology are usually evil in alignment, for to align oneself with demons is a path only those with truly evil souls would undertake.[/justify]

Runes

Spoiler:
[justify]A rune is an arcane symbol inscribed on a creature, surface, or object. Inscribing a rune requires physical contact with the target, and does not have a verbal component involved. Each rune is a reflection of a pattern of energy lines somewhere in the world. Each such pattern creates a certain magical effect when energy flows in that specific formation. Duplicating those runes in smaller forms causes manifestation of magical power that is arcane in nature, but purely benign and non-corrupting. They are manifestations of Azeroth's own unique flows of power, nothing more. Empowering a rune means flooding it with arcane power, and the process is nearly identical to casting a spell. Runes are inert before their creator empowers them. Thus, rune magic is a two-part process: first the caster creates the rune, and then, immediately or some time later, he empowers it. While empowering a rune is akin to casting a spell, the two actions are very different. Where the normal arcane caster channels arcane power and shapes it through the use of gesture, word and material components, the runecaster simply shunts the energy into the pattern formed by the rune, serving as the channel between the energy and the rune. Runecasters require a good memory, and thus, characters with this ability usually have the thirst for knowledge. Rune magic also covers Inscription, for Inscription is an evolved form of runecasting, embodying its essentials while making the art much more versatile.[/justify]

Shamanism

Spoiler:
[justify]Understanding Shamanism by Grakor.

Hawk, Shamanism and The Draenei Wrote:When the Draenei were fleeing and their settlements being destroyed, when the Orcs were reaching Shattrath, Vindicators and even civillians volunteered to stay behind so they could give the fleeing Draenei some time. Farseer Nobundo was one of them. The intended to trick Kil'jaeden into believeing the Draenei were eradicated. However during the fight there was an odd explosion, and a red mist began to fill the air, which affected the Draenei's use of the Light. The tower Nobundo was standing on toppled over and he was trapped under the debris. Hours afterwards he awoke to see the Lower City used as dumping grounds for the corpses, and Nobundo managed to crawl out into Terrokar forest, where he passed out and was awoken in Zangarmarsh. Sadly, Nobundo, and other Broken, were banished because of their transformations. Nobundo prayed to get his powers of the Light back, and eventually his prayers were strangely enough, answered by the Wind, who taught Nobundo shamanism. Nobundo went to the Draenei to tell them, and the only one who would was Velen, and thus Shamanism was brought to the Draenei.
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Voodoo

Spoiler:
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Walluce, Feed the Troll a Guide Wrote:What really sets the trolls apart from the rest of the Old Horde is their religion. Darkspears practice a sect of Jungle Troll Voodoo which they inherited from their ancient history as apart of the Gurubashi Empire. Of recently, however, their faith has come under the scrutiny of the Orcs and Tauren. Old voodoo traditions and rituals have been outlawed by Thrall and the New Horde, the sacrifice of humanoids and cannibalism being the largest two disputes the Orcs have with the Darkspear's old religion. Many, however, still practice the old ways in secret, but many more have given in to these laws. Those trolls who do obey the New Horde's demands still cling to what pieces of voodoo they can, their Loa a sharp contrast to the spirits New Horde Shaman call upon. Overall, Voodoo is a bloody and merciless faith characterized by hostile ghosts and angry gods. Trolls in general are a superstitious race and hold both great respect and great fear of their voodoo mystics and the supernatural.

For more info on the Loa see: The Loa by Walluce
Theik, You come get da voodoo! - A dummy guide to Trolls! Wrote:Up until recently, Darkspear trolls practised voodoo exclusively. Those troll tribes in Stranglethorn who do have shamans are generally not so much mediators of the spirits as they are simply voodoo doctors who draw upon the Loa spirits. Yet due to the influence of the Tauren and Orcs, the Darkspear trolls have been slowly finding their way to 'true shamanism', mediating between the spirits and asking the elements for their power, rather than calling upon the power of ancient spirits through ritual dances and voodoo magic.
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Understanding the Mechanism

Healing

Spoiler:
[justify]Magical healing does two things, close a wound, and increase the speed of cell regeneration through magic, in varying combinations. Healing through holy energy focuses more on closing the wound, using magic to instantly heal an injured ally. Healing through nature magic focuses more on cell regeneration, using magic to speed up the body's natural healing process. However, as omnipotent as healing sounds, it's not perfect, like mostly everything else in the world / warcraft universe. Holy energy, although heals the would instantly, doesn't last for very long. As soon as the magic dies out, the wound will start to reappear, requiring medical attention. Holy healing is useful during combat situations, where time is of the essence, and and injury would usually determine the victor. A man with a broken / bleeding leg wouldn't be as versatile as a man with a perfectly functioning leg, and so on and so forth. This is where Holy healing is very useful, for it fixes the problem entirely, but only as long as the magic lasts. This is not true for minor wounds such as blisters or small cuts, which wouldn't require tending to after the effects of holy healing. However, this does not mean that holy healing lacks the ability for cell regeneration, it just means that the focus of holy healing usually lies in instant solutions, the opposite is true for nature magic.

Nature healing on the other hand, concentrates more on aiding the natural healing process, calling on a more in-depth healing method. This takes some time, the length of which depends on the severity of the wound. This method of healing usually comes into play at the start of, or at the end of, a battle. It isn't usually employed during a battle because it might not be effective enough to make a difference in a short time span. However, should the battle be a war, which usually lasts for several hours, nature healing would have an advantage over holy healing, since holy healing would require the soldier to retreat after a fight, whereas nature healing allows him to continue fighting. Healing potions usually take after nature healing, since they are derived from plants and herbs and the like, which come from nature. They are either consumed or applied directly on the wound. For external injuries, healing potions are usually applied onto the wound, to bring about maximum effectiveness. For internal injuries, one should consume the potion, allowing it to have an overall effect on the body. Alchemy in the Warcraft universe takes on more of a magical nature rather than scientific, and thus, should be treated as such. The shaman method of healing also falls under nature healing.

There is also a possibility for magical healing to reattach a limb should it be separated from the body. This would only be possible should the cells in the limb still be alive, as in, freshly separated from the body. The limb would be oriented into its original position, and one would use magic to speed up the cell regeneration process, thereby reattaching the limb. This method of reattachment would only be possible through nature healing, or a really really strong healing potion. The other method of limb reattachment involves channeling of holy energy into the wound, giving it the 'instant fix' scenario, providing the injured person to seek professional medical help, or to have another holy healer to use holy energy to speed up the cell regeneration process. Limb reattachment by a druid, or two priests, requires them to be adepts at their respective fields. An amateur attempting limb reattachment would only make the situation worse, causing irreversible damage and such.

For more information on Troll healing, please refer to: Troll Healing by Qaza.
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Enchanting

Spoiler:
[justify]Enchanting an item is basically infusing the material of the item with magical energy, altering the properties and characteristics of the item. Enchanting an item differs from ornamenting it with runes in the sense that, should the runes be removed from an item, all magical properties provided by that rune would disappear, and should the item break / tear, only the parts still attached to the rune would have magical properties. Enchanting an item however, encases the entire item with magical properties, so that should the item break / tear, the enchantment would still be present, and one merely has to reforge the item. Runes usually provide a stronger enchantment for the item, but is easier to remove, whereas enchanting the material of the item doesn't bring about as much 'power' compared to runes, it is harder to remove. Thus is the tradeoff between runic and enchanted items. However, the similarities behind these two are that they require one to be able to manipulate the arcane.

The most common approach to enchanting, and the one expressed in the game mechanics, would be for the enchanter to concentrate on amplifying a certain aspect of the item, and then drawing forth the arcane energies to mold the material to suit the needs of the enchanter. For example, an enchanter might focus on making an item lighter, increasing the speed of the item user, while maintaining strength and durability of the item. An enchanter might focus on the arcane essence, causing the item to aid the body when conducting a spell, amplifying the spell which is released or helping take the burden of the spell casting, allowing the body's magical stamina to take less of a toll from the spell casting. The properties of items with regards to spell casting will be elaborated under the 'Magical Items & Armour' section below. The central idea behind this form of enchanting is to concentrate on a certain aspect of an item, and improve it using arcane energy. However, when an enchanter tries to perform an enchantment on an already enchanted item, the previous enchantment would unravel if it's 'Weaker' than the new one.

This brings us to another concept in enchanting, that enchantments have 'strength'. It's simple really, an enchantment's strength pertains to the amount of arcane energy to be incorporated into the spell. The stronger the enchantment, requires strong material, not physically speaking, but magical durability. Items made from magical places such as Hyjal, or are blessed, or come from a unique source, etc, have high magical durability, thus allowing stronger enchantments to be placed on it. Strong enchantments also require 'strong' enchanters, since in the process of enchanting, if one were to increase the amount of arcane energy that went into the enchanting, the feeling of euphoria would take over, due to the addictive nature of arcane energy, thus causing the enchanting process to go awry, sometimes destroying the item, sometimes causing the enchanter to go unconscious, and other times, just failing without consequence. Therefore, items with strong enchantments would require an adept Magi.

However, not all enchanters need to be adepts of the arcane. There are methods of enchanting an item through divine magic, as we can see from 'Blessed' items. Items enchanted through divine magic are usually stronger, for the same reason that divine magic is stronger than arcane as mentioned at the start of the guide. It is ultimately up to the divine being just how 'blessed' an item should be. Also, it would be possible to enchant a runed item. Examples of this include Frostmourne and the Twin Blades of Azzinoth.

Glowing items arise due to several reasons. Firstly, would be that your character is channeling magical energy into that specific part of the item which has light refracting characteristics, thereby making it glow. This method of glowing would be practical only if you need the light in dark areas and such. You do not passively perform this method of glowing because its too draining on your body. Secondly, would be that your item has been enchanted for luminosity. This would relate to the first scenario in that the item should only be brought out when light is needed, and not all the time. The third method of glowing, would be that your item has been enchanted by divine beings, or a Magi the equivalent of the Kirin Tor, creating a passive glow on top of the intended enchanting effects. This would obviously only be available for Prestige classes, or anyone else who have earned the enchanted item ICly, through GM agreement. The forth method of glowing would be when you are using enchanted items, and are fueled by adrenaline in, say, the heat of battle, and you are a character who is magically inclined. When fueled by adrenaline, one doesn't usually keep one's magical energies in check, and therefore, some of it might spillover to linger around the character. This lingering of arcane energies could manifest around enchanted items, thereby causing it to glow, especially if the item has light refracting characteristics.
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Teleportation

Spoiler:
[justify]Teleportation is possible due to the 'ley lines' of magic spread throughout Azeroth. It's basically an organisation of magical energies that developed when the Well of Eternity exploded. Teleporting to a specific place requires you to be familiar with the 'magical coordinates' of the place, i.e. the corresponding ley lines of that location. Remembering these magical coordinates requires one to be attuned to the arcane energies of that area, therefore, spending more time in a specific area could cause you to subconsciously recognise the 'magical coordinates'. Known magical locations, such as the specific teleportation chambers in the Stormwind mage tower and Dalaran, are usually there because the 'magical coordinates' of that specific location is much easier to be recognised and memorised by the Magi. That being said, the magical identity of most known locations can be replicated by a Wizard so that another Wizard may adapt himself to that specific arcane trace, thus the ability to 'teach' locations.

Teleporting short distances is easier, but very risky. Whereby using portals and teleporting long distances makes use of Ley lines, which are all set and determined, scrambling ones self with magical energy and reassembling it at the appointed destination; Short distance teleportation requires the Magus to concentrate on the target location, while casting a teleportation spell. Visual contact with the target location is all that is required. However, should a skilled Magus be in the presence of one undergoing short distance teleportation, he could interrupt the spellcasting, which would cause horrific results for the spell caster. This underlines another important concept which I seemed to have missed about spellcasting:
The spell doesn't just 'appear' at the end of the spell casting. It goes through a process of materialisation throughout the spell casting procedure. This is the reason why speed in spellcasting is important for all spell casters, especially those who would attempt short distance teleportation. Thankfully however, casting the short distance teleportation spell has become second nature to most Magi, allowing them to 'Blink' forward really fast.

Conjuration has two categories, as mentioned in the 'Arcane' section earlier. Firstly would be summoning inanimate objects from a predetermined location, and secondly, would be making something out of nothing. Honestly, I do not know which of these methods are employed by Warcraft Lore, so I'll just try and explain both. Conjuration from a predetermined location is just like teleportation in a sense. It alters the item to its magical essence, then absorbs it into the ley lines, attracted to the pull of the spell, and thus materialising where the Magus would like it to materialise. Making something out of nothing however, requires the Magus to concentrate on the item, molding the arcane energies to take the properties of the item. Items created from pure magical energy can never be better than the original. Why? Because materialisation of the item requires specificity. If the Magus merely thinks of the shape, then the conjured item would take the shape of the original, but be filled with air, and so on and so forth. Furthermore, items created out of nothing, could still have remnants of arcane energies if the Magus was not careful enough to remove them after materialisation, which could then possibly lead to mutation.
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Understanding the Combat

[justify]Magic is all powerful. In Azeroth, the difference between one who employs magic is the difference between a slave and a master, a foot soldier and king. A warrior cannot defeat a Magus in a fair duel, for that is the truth behind the power of magic. To defeat a practitioner of the arcane arts without magic would require speed and the element of surprise. That being said, practitioners of Divine Magic actually have an advantage over practitioners of Arcane Magic. The reason is that the limit of Divine Magic does not depend on the individual as much as Arcane Magic. The masters of a practitioner of Divine Magic dictate the powers of their servants, depending on the depth of their devotion, whereas practitioners of Arcane Magic only have themselves to rely on. However, warriors and the non magic oriented classes would have an easier time dealing with practitioners of Divine Magic than practitioners of Arcane Magic. This is because Divine Magic requires time to be potent, a barrier easily overcome by the speed of non magic classes.

A duel of Magi is fought until one party surrenders or dies. The terms of surrender are usually decided before the duel. The one who issues the challenge usually makes the first move, creating an offensive spell to strike at the opponent. The one accepted the challenge would be the first to defend. There are two ways to defend in a magic duel, the easier method would be to create a spell to meet that incoming spell directly. For example, Magician A casts a fireball at Magician B. Magician B could cast a frostball, or erect a wall of ice, or create an arcane barrier, to meet that fireball. If the spell is successful in its defense, both spells would be negated, and the one who defended would then make his offensive spell. This will keep going on until one party creates a spell that is able to overpower the other.

The other method to defend requires knowledge of said spell, how it was cast, and the nature of the spell. Once the offensive spell has been cast, the defending Magi would then break down that spell, reducing it to its origins and either absorbing its energies or changing it into another spell which would then be used as an offensive spell. For example, Magician A casts a fireball at Magician B. Magician B would then reduce that fireball to its arcane roots, and either let that energy dissipate into the surroundings or draw that energy into himself to cast, say, a frostball back at Magician A. The use of this technique requires complete understanding of how the magic was cast, and therefore, a Magi specialising in Frost would not be able to use this technique against an average Fire spell. The same goes for every other discipline. This technique would only come into play when two masters of the same discipline meet in battle, and thus, the victor is decided by the extent of one's knowledge. Magic Duels requires quick thinking, and fast reflexes. A slow minded Magus would definitely lose.

One important concept in a battle involving magic: Magical combat spells doesn't always equate to magical damage. In most cases, magic is usually employed to bring about physical damage to the opponent. Fire burns, shadow and arcane energy causes damage through impact, ice cuts, etc. The only time a person would be receiving 'magical damage' would be if his opponent wields fel energy, which could then affect the physiology of the targeted person, thereby requiring magical healing. Other than that, most magical spells, once causing damage, can be fixed by a doctor, assuming the person isn't dead. What do I mean? A person who is hit by a fireball will burn. Maybe if he deflects the fireball with his shield, or the fireball is weak enough that he is able to run through it, then he wouldn't be injured. Other than that, once someone is hit, he is most probably going to die. That is the reason why Magic is all powerful, a point lost by most people. A frostbolt will freeze you to the core, an arcane blast will be like having a giant's sledgehammer pound at you in a small concentrated area. Therefore, when RPing a fight with magic, and you win a defense roll, try dodging the attack. And if you win an offense roll, try having the attack not hit the person directly.
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Magical Weapons & Armor

Spoiler:
[justify]There's a difference between having an item enchanted to give it magical properties, and an item created with innate magical affinities. Items that have natural magical affinities are usually because they have a gem that can 'conduct magic' or similar magical conducting material, such as runecloth or enchanted wood / metal. Items which have parts of other enchanted items embedded into them, without the entire item being enchanted in itself, have a natural ability to conduct magic. 'Magical conductivity' is not a concept developed by Blizzard, and is a form of speculation on my part, allowing me to explain why the Magi wear robes. Magical conductivity refers to the item's ability to allow the passage of arcane energy through itself. This is very important for the Magi and other spell casting classes which require speed in spell casting, especially during combat. Should the Magi be clad in items that have a low magical conductivity, such as plate, the Magi would take a long time to cast a spell, and the opposite is true for a Magi clad in cloth, which has a high magical conductivity rating. This is why the Magi would wear robes, because it speeds along the spellcasting process, and provides them with agility to dodge magical spells thrown at them.

Magical weapons, do not refer to enchanted weapons. Magical weapons refer to the weapons which have a magical amplification property. Certain gems, when embedded into staves, daggers, swords, etc, help boost the magical output of the Magi, sacrificing maneuverability. A magical weapon helps increase the radius of a blizzard, it helps teleport more people than one should usually be able to, it causes more fireballs to rain from the sky, and so on and so forth. It basically enhances the powers of a Magi. This is the reason why most Magi use staves and the such. Staves are preferred over magical swords and daggers because the bigger the weapon, the greater the magnitude of its amplification, and staves have a low weight to size ratio. However, when one employs the use of a magical weapon, one loses the agility require to dodge and move, a very important aspect in Magi duels, as already explained earlier. Therefore, when facing few opponents, or when one is placed in the thick of battle, a staff would only spell death. Wands on the other hand are simple contraptions. They are usually small pieces of, any material, enchanted to automatically transform magical energy into holy, fire, nature, shadow, etc, expelling the manifestations from an end of the wand which should have been marked. This means that one merely has to pump magical energy into the wand without thinking, and it would do the rest.
[/justify]
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Thus ends my guide ^^ I welcome any contentions or questions regarding the contents of this guide, criticism is more than welcome. Should anything require further clarification, please feel free to ask, and should you believe that I'm wrong in any area, please tell me. If you have any questions regarding magic which were not covered here, or you feel as though you require a more in-depth explanation, please feel free to ask. I'm hoping that this could also become a 'Magic Discussion' sorta thread (:
Nioce <3
This post is EPIC!

Told you so XD
Very nice guide. If I were using this, I'd have a look at this guide as well, because it has the implications of Arcane corruption and goes into the Arcane in a great amount of detail.
Woot! Thanks, didn't know that was there XD appreciate teh love ^^
This is kewl! I like! Very much! :D
Heh, had no idea this was here. Hmm... a quick question then:

- Portals and Teleportation. Is it possible to create a portal / teleport somewhere other than a major city? For instance, if I wanted to teleport / create a portal into the middle of the Barrens, could I do so ICly?

( Note: I already asked this in game, but it is always good to post it here for others who wish to know as well. )
Heh, had no idea this was here. Hmm... a quick question then:

- Portals and Teleportation. Is it possible to create a portal / teleport somewhere other than a major city? For instance, if I wanted to teleport / create a portal into the middle of the Barrens, could I do so ICly?

( Note: I already asked this in game, but it is always good to post it here for others who wish to know as well. )
That is completely possible, with one caveat: Teleporting anywhere that doesn't have a specific, learned or known, location that the portal will take you is a bad idea. It goes under the classification of Very Very Bad Ideas that often lead to plot twists and fun/dangerous situations. This is doubly true for any teleportation that requires a long time in the Twisting Nether, such as one traveling to another plane like Outland. Occasionally, for lack of a recognizable "anchor" in the physical plane to grab on to in and halt your flight, you might come out somewhere unintended by grasping for the wrong location, or something magically powerful might draw you in.

This is how I've always used teleportation to spice up my plots, both as a DM/GM and as a player myself. Consider a wild escape via a hastily cast teleportation/Astral Recall/Planeshift/etc. spell the perfect excuse to get your characters/players lost in the wilderness hundreds of miles from civilization.
That is completely possible, with one caveat: Teleporting anywhere that doesn't have a specific, learned or known, location that the portal will take you is a bad idea. It goes under the classification of Very Very Bad Ideas that often lead to plot twists and fun/dangerous situations. This is doubly true for any teleportation that requires a long time in the Twisting Nether, such as one traveling to another plane like Outland. Occasionally, for lack of a recognizable "anchor" in the physical plane to grab on to in and halt your flight, you might come out somewhere unintended by grasping for the wrong location, or something magically powerful might draw you in.

This is how I've always used teleportation to spice up my plots, both as a DM/GM and as a player myself. Consider a wild escape via a hastily cast teleportation/Astral Recall/Planeshift/etc. spell the perfect excuse to get your characters/players lost in the wilderness hundreds of miles from civilization.
Aha, so as long as I know -precisely- where I want to go, and have been there before so that I could visualize it with utmost clarity, and have enough time to prepare for it properly, I can port there rather safely?

How precise would the landing be even if done properly? I'd imagine you'd always land in the general area, but never at the exact spot you intended.

Is it possible ICly to intercept someone in mid-teleportation? To provide an example: If my warlock, Kimee, were to be cornered and try to teleport out of danger, would she still be in danger while she traveled toward her destination? Could a Mage somehow stop her mid-flight the same way Kil'jaeden stopped Ner'zhul?

There's this Warlock spell called "Demonic Circle." Is that ICly any different from the regular teleport spells?

Sorry for all the questions. :shock:
Aha, so as long as I know -precisely- where I want to go, and have been there before so that I could visualize it with utmost clarity, and have enough time to prepare for it properly, I can port there rather safely?

How precise would the landing be even if done properly? I'd imagine you'd always land in the general area, but never at the exact spot you intended.

Is it possible ICly to intercept someone in mid-teleportation? To provide an example: If my warlock, Kimee, were to be cornered and try to teleport out of danger, would she still be in danger while she traveled toward her destination? Could a Mage somehow stop her mid-flight the same way Kil'jaeden stopped Ner'zhul?

There's this Warlock spell called "Demonic Circle." Is that ICly any different from the regular teleport spells?

Sorry for all the questions. :shock:
I think the best analog for teleportation is the D&D version of the spell, essentially the better you know a place, the more likely you are to arrive at the intended destination. Whereas the less you know, the more unlikely you are to actually arrive there in one piece.

Also, yes magic can be used to intercept teleportations, generally this is used as a trap when you're being scryed and someone tries to teleport to you, you redirect them to some other ungodly place where their life will be generally miserable.

The Demonic Circle spell can only recall you to a location where you placed the rune,

And the summoning spell is self explanatory as well.

Of course it's not an easy task to intercept someone teleporting, generally it has to be pre-prepared for the location in question, you can't just do it on the spot.
I think the best analog for teleportation is the D&D version of the spell, essentially the better you know a place, the more likely you are to arrive at the intended destination. Whereas the less you know, the more unlikely you are to actually arrive there in one piece.

Also, yes magic can be used to intercept teleportations, generally this is used as a trap when you're being scryed and someone tries to teleport to you, you redirect them to some other ungodly place where their life will be generally miserable.

The Demonic Circle spell can only recall you to a location where you placed the rune,

And the summoning spell is self explanatory as well.

Of course it's not an easy task to intercept someone teleporting, generally it has to be pre-prepared for the location in question, you can't just do it on the spot.
Alternately, if someone counterspells you as you try to get out of there, you can be stopped. Perhaps also you could be stopped if a Mage or two were using a field spell to prevent magical escape (Or magic in general). These are pretty much to stop you from casting a spell before you really leave.

The only entity that can, without fail, pluck a moving object from the Twisting Nether and deposit it somewhere else (Or hold it) is a demon and, while rare, there is some danger that something will take interest in your soft mortal flesh. That said, it probably won't happen to any of your PCs unless you want it to. (Edit: A powerful Mage or Warlock could probably pull you from the Nether too, but as far as I know only Kil'jaeden has ever done it.)

Just on Demonic Circle a bit... What Vrahn said is true, but keep in mind that the pre-set rune should also be in the general vicinity of the spell. Ingame it's got a range of about a hundred meters or so (Unless I'm wrong about that, which I could be.), and a time limit to how long it lasts. You'd need to prepare it on the ground before you go into a dangerous situation and try to use it before the pattern is washed out or blown away. As a general rule, don't pull it out of your ass during an RP fight to escape unless you've emoted creating it first, or you let someone know it's around and you've done it.
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