Conquest of the Horde

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This thread will cover the ways in which certain types of spell-casts interact with the world around you.

-Note: prolonged use of healing magic can often cause an addiction, or a tendency to cure all pain through magic. Whether it be small or large
updated wiki say: Fel (aka fel energy,[2][3] fel magic[4] and sacrificial magic[5]) is a destructive form of magic[6] created from destroying something else[7] (e.g. life energy) through sacrifice.

Sources of Magical powers.

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

Fel magic: Similar to arcane and runic magic, Fel magic involves the caster's manipulating the physical world by making compacts with demons. Every manipulation of fel energies requires a small sacrifice of the caster's humanity usually through purely destructive acts and the consorting with demonkind, having a similar effect as arcane magic, but without the burdensome study.

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

Necromancy: Necromancy is a similar specialization that allows fel (like the dreadlords) or arcane (Cult of the Damned) magicians to use their powers to call upon spirits from the afterlife and reanimate dead flesh as undead minions
[Image: wow_spell_icon__paladin___holy_light_by_...5o82zv.png] Divine Magic:
Divine magic involves the blessings of a supernatural being.

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

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

[Image: Spell_nature_spiritarmor.png]Nature Magic:
Nature magic involves drawing upon the spirits of the earth to invoke natural phenomenon.

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

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

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

Spell Effects
[Image: Spell_shadow_deathscream.png?version=0b3...65a65d9f00] Fear -
You have been rocked to your very core, whether it was psychological or physical, you are utterly grief struck. You are running away and screaming out for your mother's embrace. You will eventually calm down and regain your senses, but spells from experienced magi, and newer soldiers and warriors will have long lasting psychological effects. (A great way to de-Mary-Sue your character.)

[Image: Spell_shadow_darkritual.png?version=ca04...6983d287d9] Mana Drain -
You can feel your power being stolen from you, every last sacred inkling of mana is being flushed out of you. For mana users, this can be excruciatingly painful - you are having your second life-blood being violently torn from your very being and the pain will definitely not be forgotten quickly.

[Image: Spell_shadow_fingerofdeath.png?version=a...c860fcc60a] Health Drain -
Your very lifeforce is being taken away, second by second your body withers, you weaken and your will to fight is slowly snuffed out. Anyone under the effects of a Health Drain spell will slowly lose their ability to fight and recovering that life force will require the aid of an experienced healer.

[Image: Spell_shadow_unholyfrenzy.png?version=86...55ea523268] Mind Control -
You are under the influence of someone else, you have succumbed to their dark whisperings and now you are unable to act with free will. You are bound, be it subtle or violent, to be an extension of your dominator. Those with legendary will and high spirits may find it easier to fall both under and out of mind control effects. Certain characters can disrupt the mental link and magical field that commonly sustains this sort of effect, seek them out. If the influence is Demonic however, that is a different story.

[Image: Ability_warrior_rampage.png] Enraged -
Your character has entered a frenzied state, they will not listen to reason and will throw themselves with every inch of their bestial wrath at any who stand in their way. Their strikes are harder, their resolve is stronger and they are tougher - A skilled Druid, Priest or Paladin can help dispel the enraging effects, however and enraged being is prone to turn on their allies in fits of hysteria. An enraged character is one to beware of, as they can slaughter many.

[Image: Ability_warrior_battleshout.png] Inspired -
Your character has been given a reason to fight with all their being. Characters who are inspired are capable of greater feats. and will be able to endure more extended periods of combat. Many great Leaders are renowned for their ability to inspire their subjects.

[Image: Sha_spell_shadow_shadesofdarkness.png?ve...9310e10f72] Shattered Resolve -
Your character has greatly reduced moral and is more likely to make simple mistakes. Characters who have broken moral are less likely to continue on with fighting, may drown their sorrows in an inn - you get the picture. A broken moral means a broken fighter.

[Image: Spell_frost_stun.png] Stunned -
Your character has been knocked senseless and is unable to do anything. Healers can stave off stuns with magical protection-shields and by healing stuns that have already occured. If your character is stunned, then they will probably be feeling nauseous, sick, uneasy and generally unwell. Being out for the count can really knock some people off their feet.


[Image: images?q=tbn:ANd9GcSqFxrOyPah5fmnS1QPDer...GFLj20bL8w] Fire Spells
Fire magic is notoriously common, almost as oftenly witnessed in practice as strict arcane use. Fire magic however.
Can heat, burn or otherwise melt armor.

Can strike fear into enemies - being burnt alive is a truly mindshattering experience for
a character who is not prepared for the 'flames of war' (Punt intended!).

Can cause fire to spread! If in windy conditions, blazing winds can ravage the battlefield
and fan the flames causing significant area of effect damage.

Can be used to heat water, allowing for a veil of thick steam to aid escape attempts.

Can be used to reshape the environment around the caster so they can fight on their

Can cause a lot of unintended damage, especially in crowded and
cramped locations

You can't necessarily extinguish it at once, especially if you're still in combat with that
pesky warrior and the fire is slowly creeping to that barrel of Kezan Oil what exactly do
you do?

Ice and Water-based spells will directly snuff out a Fire-caster's power - unless there is
some serious power difference between the opposed caster, or you outsmart your enemy.

You can easily cause damage to yourself if you aren't paying the utmost of attention.
Radiant heat can trigger flames, explosions and the sort regardless of your own plans.

Less experienced casters will likely suffer greater backlash, and have a greater chance
of self damage - Fire spells are wild by their nature, it takes great skill to master the art
of ignition and explosion.

Common Spells: Fireball - The most common of fire spells, the fireball is simply a ball of coalesced
fire that when launched will cause anything it hits to be subject to it's
fiery nature.
Fireblast - A quick burst of fiery energy that can further empower a blaze.
Wreath of Flame - Another rare spell, used more as a magical prison than in an
offensive manner, that traps an enemy between flaming walls.
When the enemy tries to break free the walls explode in a huge
burst of flame.
Fire Orb - A rare spell, often witnessed in use by greater magi, the fire orb sends
a concentrated ball of energy that slowly leaks out it's contained power
by licking foes with scorching tendrils of flame.
Dragon's Breath - A swath of flame, not indifferent to the breath of a real dragon,
that will ignite enemies that are unlucky enough to get in it's way.
Flameshock - Shamanic in nature, this spell channels fiery elemental energies to sear
the enemy over time, whilst causing initial damage.
Pyroblast - A huge mass of flaming energy that once launched at it's target will
cause incredible damage.
Electrical Fire - An exceedingly rare and deadly spell that will electrify metal and
water, and burn it's victims alive.

Useful words for roleplaying: Ember, Burn, Blaze, Fire, Flame, Scorch, Pyromancy, Fiery, Incendiary,
Char, Conflagrate, Cook, Balefire, Ignite, Furnace, Salamander + Dragon.

[Image: Spell_frost_freezingbreath.png] Frost, Ice and Water spells

Cryomancers and Hydromancers are far less common than Pyromancers, perhaps it is because fire is simply more appealing.

Can literally freeze the blood in an enemy's veins.

Strong combo-casting, they can soak their opponent, then freeze their soaked body and
shatter them with a powerful blast of ice.

Can freeze almost anything depending on the power-level of the caster.

Can snuff out flames with ease.

Can manipulate ice to construct defenses.

Can make the ground icy, causing enemies to slip and slide.

Can slow enemies and wreck havoc on their stamina.

Frostbite will devastate a body.

Can invoke the elemental energies of water to summon Water elementals.

Electricity laughs at Hydromancer's

Cryomancer's and Hydromancer's only counter the destructive elements of a Pyromancer
as they, providing they are evenly skilled, will simply never get the chance to make a
killing blow: Picture two swordsmen forced to parry on every attack.

If their combo of soak, freeze and shatter is disrupted their ability to kill is severly

Shaman's and Darkshaman can bind the elementals, or even turn them into their own

They are more susceptible to heat due to their colder lifestlye.

If a spell backfires, they may fall victim to their own strengths: Entrapped in their own
frost nova, impaled by their own ice lance or worse shattered by their own frost-bomb.

Commons Spells:
Frostbolt - A bolt of frost that will impact an enemy and most likely damage their

Ice blast - A quick jolt of cold that will send the nervous system into shock and
cause previously applied water to freeze solid.

Soak - Water soaks an enemy, making their movements slower due to heavier

Frozen Cascade - Exceptionally cold air buffets the battlefield, damaging the
stamina of those who are not attuned to colder environments.

Ice Lance - Sends a spine of ice at a target, impaling them. If an Ice Lance hits an
enemy who is already frozen, there is a chance the ice will shatter, and their body
along with it.

Frostbomb - Slowly winds down an enemies temperature over time, causing
frostbite, hypothermia and the bodies organs to slowly shut down. Once they die
the cold energy that was slowly killing the target, erupts in a violent fashion,
releasing a very cold blast!

Useful words for roleplaying: Rime, Frost, Hail, Freezing, Chill, Cold, Hypothermia, Bleak, Tundra, Glaciate, Cryo, Ice, Wintry, Winter, Bitter, Biting, Blizzard, Soak, Coat.

[Image: wow_spell_icon__paladin___holy_light_by_...5o82zv.png] Holy Spells

Rarely used by characters who are not Paladin or Priest. The Light may take away the ability to use this kind of power in an instant - it is unbelievably mystic.

Can heal or harm depending on the users wish

Can manifest it's power in many ways, such as holy flame or blinding light

Super effective vs. Undead and Daemons

Bears the power to revive fallen friends

Can bless and empower the user and their allies

Saronite armor, whilst rare, messes up the use of the Holy Light and can reflect it back
at the caster with potentially amplified area of effect and damage.

It is almost impossible to abuse the Holy Light - those who do are likely to be unwillingly
stripped of their powers. This is through the slaughter of the innocent or other vices, crimes or sin. This will
be ignored if the user is TRULY certain that they are doing the right thing.

Common Spells:
Radiance - Creates a blinding light, impairing vision of the target.

Holy Light - Restores Health.

Smite - Deals damage, more so to Undead and Demons.

Blessing of Might - Increases the strength of the Paladin and their allies.

Redemption - Can return an ally from beyond the grave. This requires a freshly
fallen ally and does not work on Skeletons/rotting corpses.

Exorcise - Purges the unholy taint from an enemy, dealing heavy damage to Demons
and Undead.

Power Word: Fortitude - Used by priests to increase the stamina of their allies.

Useful words for roleplay: Blinding, Light, Holy, Redemption, Exorcise, Brilliant, Godlike, Illuminating, Wrath, Smite, Purge, Bless, Empower, Prayer.

[Image: Spell_holy_magicalsentry.png]Arcane Spells

The driving force behind most spells. Arcane magic is highly versatile, but addictive, empowering and corruptive - nevermind that it attracts all sorts of Demons.

Incredibly Versatile

Great power with practice

Can empower allies with a menagerie of effects such as haste and alacrity.

It can summon illusions, elementals, damage enemies, displace yourself, enchant weapons
and teleport around.

Arcane Magic can cause latent arcane energies in the vicinity of a spell to react and
potentially empower a spell beyond the caster's control.

It will slowly eat away at you.

You might attract the attention of a nearby demon if you over-demonstrate your

You may require extra reagents for a spell.

Most arcane spells have a longer casting time, because they are more power

Common Spells:
Arcane Brilliance - Increases the mental capacity and mana reserve of a mage.

Arcane Blast - A quick and damaging blast of arcane energies.

Magic Missiles - A channeled barrage of energies that fire rapid and deadly orbs of
arcane energy.

Haste - Caster and allies actions are dramatically hastened.

Teleport - You teleport elsewhere.

Arcane Lightning - A Frightening jolt of arcane energies that damages enemies.

Polymorph - Turns an enemy into a sheep.

Spellweave - Each succesive cast usually increases the caster's focus and power.

[Image: Spell_shadow_shadowbolt.png] Shadow Spells

Shadow spells are diverse in source, but are terrifying when used.

Can fear enemies, especially those afraid of the dark

Can be used to drain the mana and life force of an enemy.

Can blind an enemy

Can deal significant magical damage when used in certain forms

Can be used to create an environment in which certain characters can shadowcrawl.

Shadow magic can be drawn from Arcane and Unholy sources.

Shadow magic can be used to curse enemies.

Can corrupt its user depending on the type of shadow magic cast.

Superior shadow-casters will easily manipulate your casts.

Fares terribly against users of the Holy Light.

Casters are often hidden away from every day society.

Common spells:

Darkness - Blinds an enemy and creates a cloud of darkness.

Drain - Slowly transfers the enemies health and mana reserves to your own.

Shadowbolt - Sends a bolt of dark magic at the target, damaging them.

Shadowfury - Stuns and damages enemies in an area with a quick yet powerful
blast of shadow magic.

Dark Mending - Heals the user with unholy magics; Does not work on most
living, especially users of the light.

Curse of Weakness - Weakens a target, reducing their physical capabilities.

Black Lightning - Sends a flash of black lightning out, destroying a portion of
nearby enemy's mana reserve and damaging them.

Raise Corpse - Raises a corpse as an ally. High chance of failure on more freshly
deceased corpses.

Useful words for roleplaying: Black, Dark, Shade, Unholy, Curse, Hex, Weave, Blast, Bolt, Fury, Shadow.

[Image: Spell_nature_spiritarmor.png] Nature Spells

Casting Nature-spells mainly uses the Land's natural energy to act out you will. It is commonplace to be used among Druid's and Shaman's.

Exceptionally versatile, from healing, to damage to utility Nature magic packs it all.

Strong against the undead

Greatly strong in places of raw natural power, whether it be lush forest or great peaks.

You are usually not alone, nature magic can summon a wide variety of allies

Can return the dead

Not very strong when the caster is in industrial land.

Punished by users of Saronite armor, as it reflects the spell back at the caster.

Nature magic when used against another Nature magic user will likely have little

Long use of nature magic can cause unwanted, though positive, mutations or growths
on the user.

Common spells:
Healing touch - Heals the target

Thorns - Grows thorns from the target ally, damaging enemies that strike them with
unprotected flesh.

Barkskin - Greatly protects the caster from physical damage and bleed effects. Also
increases the casters resistances to physical effects such as saps and stuns.

Wrath - A bolt of volatile life energies that harm enemies it hits.

Earth Spike - Ruptures the Earth, damaging enemies below it.

Call winds - Summons a certain type of whether, and can displace enemies.

Typhoon - Sends a huge gale of wind at a target, knocking enemies back and
silencing enemies.

Earth Shock - Shocks an enemy with natural energies, interrupting any current
spell cast or channel and deals damage. Enemies may be knocked out cold if cast
for long enough.

Rebirth - Revives a fallen ally

Ensnare - Roots an enemy with great vines or roots.

Animal Form - Takes on the form of a various animal, newer casters may require an
idol (or 'totem') to perform this.

Useful words for roleplay: Emerald, Verdant, Green, Wrath, Balance, Natural, Terra, Life, Vital, Energy, Land, Blood, Nature.

[Image: Spell_fire_felfirenova.png] Fel Spells

Fel is the most corrupt form of Arcane, powered by Demon's blood. It is much more powerful, and is easier to wield - not requiring the effort to study that pure Arcane requires
to wield effectively.

Exceptionally powerful

Can destroy most enemies with relative ease and relatively quickly

Often shunned from society for their use of Fel magic.

Require access to Demonsblood usually.

They will quickly develop mutations such as wings horns and hooves for their abuse of
Fel Magic.

Not very useful against Demons. ((If this is wrong let me know.!))

Insanely volatile, the raw power not only can drive people mad it can cause even
decent casters to have spells backfire on them. Fel magic is not natural and it will
quickly show its true nature upon the caster's visage.

Common Spells:
Fel Fire

Fel Flame - Summons a patch of Fel Flame, damaging enemies stood in it.

Fel Blast - Blasts a target with Fel-Energy, damaging it.

Felnova - Unleashes a wave of Fel-Energy, damaging nearby enemies.

Fel-Cano - Ruptures the earth, as Fel-Lava is sent shooting out. Usually only useable
in Shadowmoon Valley.

Felstorm - Rains down Fel-Meteors over the battlefield, sundering all below.

Fel Immolate - Sets the target ablaze with Fel Flame, dealing high damage over

Fel-Ray - Channels a hellishly destructive ray that damage enemies in its path.

Tainted Earth - Corrupts the Earth below the caster.

Mutate - Mutates the target area, twisting life forms in its vicinity.

Twisted Visage - Creates a Fel-Mirror image of the target, binding it to the caster's

Fel Horror - Fears nearby enemies

Useful roleplay words: Fel, death, mirror, twisted, visage, curse, weave, burn, rain, destruction.
Anything you feel needs adding, changing or revising just put below and it will be done asap!

V1.01 - Added Shadow and Nature Magic
V1.02 - Added Fel Magic (Arcane Variant)
V1.03 - Added Healing Countereffects
V1.04 - Added Corruptive features of Arcane use
v1.05 - Added Holy/Unholy Ressurection limits
v1.06 - Added magic power sources!
v1.07 - Added more to the fel directory.
v1.1 - Added Buffs and Debuffs
I'm not able to read everything right now, but my question is thus: is this all headcanon/personal interpretation or are you pulling from any sources? If so, which ones?I recognize some of what I glanced at, but I'm just curious! :D

E.g. "Fel-Cano - Ruptures the earth, as Fel-Lava is sent shooting out. Usually only useable
in Shadowmoon Valley."

The only person I know of who could do this was Gul'dan, and it was mega powerful!

edit: When I have time I will definitely reread. Thanks for sharing.
Are you Aquantio? I recognized part of the guide from the EU forums here. If it's yours, I think the criticisms from that thread were pretty good too (well, if you haven't read them already).
I am indeed, but originally it came from the Divinty-X forums, when it existed.

The guide, and myself, hail from there, alongside the sources.

I am doing my best to find them asap :-)
I'd like to make a few notes that would help to make this guide applicable to CotH policy:

▪When attempting to manipulate another player's character, you can't godmod or otherwise control a character against the will of the player. Suggest how your character's spell or skill would feel or affect them, and the other player can then choose to act on it or not.

▪CotH is also pretty strict on not multiclassing. The obvious reason for this is to not have overpowered characters, but we also try to keep different classes distinct. Things like warlocks using tons of skills from the Mage skill list, Druids using arcane magic and mages using geomancy are disallowed by default here. The exception to this rule can be found in Variant classes, in which one submits a character with an abnormal skillset for approval by the staff. Each character is judged on a case-by-case basis.

▪Character revival can be performed by other characters, but the revival needs to be cleared in the Character Resurrection section of the forums. Conversely, a death can be retconned with appropriate OoC reasoning. More information is on the wiki.

▪We generally disallow mutations, fel arcane, nature-based or otherwise. It just too often is used for the "kewl" factor and generally fails to genuinely add to RP. Exceptions include the vague and negative, like a sickly palor, Night Elf eyes changing to Amber, and again, an approved special profile. ( with very good reason for said mutation)

▪Divine necrancy is currently disallowed, though an argument for it being available to a player character could likely be formed. With Warcraft lore constantly expanding, we are not against change around here.

▪Saronite isn't to be abused on CotH. I know its all spiffy according to lore, but CotH tends to defer to game mechanics for this kind of thing for the sake of balance. Characters with Saronite anything need to be specific about it in their profile and recognize the negative repercussions it has on the living. In other words, DKs don't get to run around claiming Light immunity.
Quote:Saronite isn't to be abused on CotH. I know its all spiffy according to lore, but CotH tends to defer to game mechanics for this kind of thing for the sake of balance. Characters with Saronite anything need to be specific about it in their profile and recognize the negative repercussions it has on the living. In other words, DKs don't get to run around claiming Light immunity.

Here's an interesting thing to note! Saronite loses all magical properties and becomes brittle when worked. Only by tempering Saronite is it usable as weapons or armor, and even that still doesn't have the same properties as the Black Blood of Yogg Saron once did.

Feranos' Guide to Metals is the best resource for explaining this. None of it is fanon, it's all taken straight from quest text. I've linked the first post in the Saronite post series, but it's the third post that talks about how worked Saronite loses its magic powers.