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| Caster |
Paladin |
| Researched |
Church |

Holy Vision |
Cost |
Free |
| Mana |
75 |
As
the spirit of manking is everywhere, so the Holy Vision
of the Paladin extends to all corners of the land. The
area unveiled by this incantation grants the Paladin knowledge
of the terrain and of all those who may dwell here. When
this spell dims, the Paladin maintains knowledge of the
lands he has seen, although he loses sight of the denizens
of these lands.
|

Holy Vision |
Cost |
1000 |
| Mana |
4 per h/p |
| Aiding
our brethren in times of pain and illness remains the
fundemental concern of any within the holy Order. By focusing
his spiritual powers, the Paladin can heal those who have
been wounded in battle. While only one being at a time
may be healed in this fashion, it serves to replenish
the strength and courage of all who strive for victory
against the unfeeling Orcs |

Exorcism |
Cost |
2000 |
| Mana |
200 |
Calling
upon the forces of light and purity, the Paladin is able
to dispel the walking dead that plague the lands of Azeroth.
Exorcism can be used to cause injury to entire groups
of these undead terrors, or to utterly eradicate a lone
creature. These creatures of Hades seem to gain strength
in numbers, thus the greater number of undead that are
exorcised within a group, the less actual damage each
undead will take. This acts is extremely taxing on the
Paladin, making it unnecessary for him to observe a period
of rest before onceagain invoking this great power
|
|
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| Caster |
Mage |
| Researched |
Mage Tower |

Lightning |
Cost |
Free |
| Mana |
0 |
The
Mages of Lordaeron have the ability to discharge lightning
from their hands when entering into a melee. These swift
bolts of energy strike their victims regardless of any
armor they may wear. Being the simplest of nature's forces
to command, Lightning requires but a fraction of the caster's
mana to employ.
|

Fireball |
Cost |
Free |
| Mana |
100 |
Magiks
involving the cardinal elements of the universe are favorites
of the Mages. The Fireball is launched from the palms
of the Mage and streaks like the comet blazing across
the battlefield - slamming its fiery bulk into whatever
stands in its path.
|

Flame Shield |
Cost |
1000 |
| Mana |
100 |
| Serving
as both a weapon and a barrier, the Flame Shield is a
binding of the chaotic force of fire to the aura of the
chosen target. A twisting helix of fire that whirls about,
the Flame Shield accompanies the one so enchanted wherever
he may roam. Flame Shield will deliver damage to any ground
barrier that it comes into contact with. |

Slow |
Cost |
500 |
| Mana |
100 |
| The
Mages of Lordaeron have been able to create a spell that
hinders both movement and reflex. By warping the very
patterns of time that surround his target, Slow enables
the caster to bring an enemy's offensive to a crawl. Time
cannot be held in check by even the mightiest of Mages,
however, so the effects of this temporal shift cease as
the power of the spell wanes. |

Invisibility |
Cost |
2500 |
| Mana |
200 |
| Gleaned
from sacred tomes rescued from the debris of Northsire
Abbey, this spell grants the ability to cloud the perceptions
of others so that they cannot perceive the physical existence
of the caster's target. The individual that is rendered
invisible may not perform any tasks such as attacking,
harvesting or spellcasting. Should the individual interact
with his environment in any fashion more aggressive than
simple movement, the invisibility will be dispelled and
their personage shal be revealed. |

Polymorph |
Cost |
2000 |
| Mana |
200 |
| Perhaps
the most fearsome of the Mage spells, Polymorph alters
the physical form of its target. This metamorphosis changes
man to beast, forever warping both mind and body. This
sorcery wholly transforms the victim into a creature of
the wilds thus losing their reasoning - making commands
for direction or battle impossible. Although there is
no counter for this spell, possessing a greater stamina
does decrease the possibility of this enchantment taking
effect |

Blizzard |
Cost |
2000 |
| Mana |
25 per wave |
| Summoning
torrential storms from the frozen Mountains of Northeron,
this potent spell calls down a fierce tempest of ice to
assault the enemies of the Mage with a flurry of cold
blades. Blizzard can be cast over large portions of the
battlefield, making it an extremely powerful spell when
facing legions of Orcish troops. |
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| Caster |
Ogre Mage |
| Researched |
Altar of Storms |

Eye of Kilrogg |
Cost |
Free |
| Mana |
75 |
| The
Ogre-Mage creates a free floating apparition in the form
of a disembodied Eye that he can then direct through the
air to look down upon the enemy forces and encampments.
Name for the great leader of the Bleeding Hollow clan,
this ever vigilant Eye transmits its view to the caster,
giving him the knowledge of both the lands it wanders
and those creatures who live there. The Eye will vanish
after a time, leaving the Ogre-Mage with knowledge of
the terrain |

Bloodlust |
Cost |
1000 |
| Mana |
50 |
| This
enchantment is sued to instaill an insatiable lust for
blood into a fellow warrior causing him to enter into
a savage, berserk rage. A fighter who feels this Bloodlust
deals more damage to his opponents than normally could
be done. Although this spell bestows no permanent effects
upon one so enchanted, it has been known to push an already
bloodthirsty Orc over the edge... |

Runes |
Cost |
2000 |
| Mana |
200 |
| This
casting of ancient and powerful Runes enables the Ogre-Mage
to lay an abstruse trap for those hapless enough to enter
into it. When these Runes explode, they cause massive
damage to anyone standing over them as well as all those
in adjacent areas. Those who are diligent and watchful
will catch a glimpse of the Rune as they approach it.
The chaotic forces that make up this enchantment can not
discern between ally or enemy and will kill a friend as
surely as a foe. Heed these warnings well, as even staying
near these Runes can be hazardous - for when the dwoemer
dissolves, they explode as if their magiks had been triggered.
|
|
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| Caster |
Death Knight |
| Researched |
Temple of the Damned |

Touch of Darkness |
Cost |
Free |
| Mana |
0 |
| By
enveloping their truncheons with the dark essence of Hel,
the Death Knights are able to deplete vital energies from
those they lash out against. Their ability to discharge
this energy over a short distance makes this a menacing
attack. Although the effects of this spell are abhorrent
to the living, the Touch of Darkness is but a lesser enchantment
within the arsenal of these vile horsemen. |

Death Coil |
Cost |
Free |
| Mana |
100 |
| Death
Coil is a particularly potent variation of the Touch of
Darkness spell. By channeling the necromantic powers of
the underworld through his ghoulish form, the Death Knight
creates a field of dark energy that drains the life-force
from any who come in contact with it. This life-force
is then consumed - thereby replenishing the strength of
one so enchanted, be he friend or foe. The icy embrace
of death can be beneficial...for those who know how to
control it. |

Whirlwind |
Cost |
1500 |
| Mana |
150 |
| This
focusing of the winds of the underworld causes any caught
within to be cast about with great force and violence.
Bones are easily shattered and mainsails are quickly snapped
within the torrents of these fierce winds. The howl of
these winds allows no commands to be issued to those trapped
within the whirlwind, rendering those unfortunates helpless
until the magiks fade. |

Haste |
Cost |
500 |
| Mana |
100 |
By
magically increasing the speed at which a body generates
vital energy, the caster may bestow great speed to any
being. All actions taken by one so enchanted are swifter
than a common adversary - an advantage that is eveident
on the battlefield. The effects of Haste can persist for
but a short time.
|

Unholy armour |
Cost |
2500 |
| Mana |
200 |
This
ancient Necromantic spell transforms a portion of the
recipient's life force into an unearthly, phantasmal suit
of armor. This spectral armor then absorbs the damage
from any attack directed at its wearer for a limited amount
of time. As the magiks that link this armor to its host
cease, so will the invulnerability that it grants.
|

Raised Dead |
Cost |
1500 |
| Mana |
100 |
This
dark magik is the final legacy of the Orc Necrolytes who
were destroyed shortly after the First War. The Death
Knight can animate corpses of the newly dead and then
comand these monstrosities to attack their enemies. This
terrifying spell is the paramount power of the Death Knight
as it serves to augment the Horde forces with vast armies
of the undead
|

Death and Decay |
Cost |
2000 |
| Mana |
25 per wave |
| The
aphotic, swirling clourds conjured by the Death Knights
can cause anything within their path to rot and decompose.
The vapor created by Death and Decay can consume anything
- flesh, bone, wood or even the strongest metal. Heavily
laden with base substances, these clouds descend and quickly
diffuse, leaving only suffering in their wake. |
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