Magic schools ( RPG ) This article is about lore behind magic schools from the Warcraft RPG . It contains a list of all the school s of magic found in RPG published sources and the lore behind them . Paths . Most spells fall into two main categories ; arcane and divine . All magic on Azeroth came from the kaldorei , both divine and later arcane . However , not all magic fits neatly into these two categories . Other magic types lurk outside or within arcane and divine , powerful and strange in their own rights . For example Priests have access to divine magic , while druids wield nature magic . One of the most sinister is fel magic . Divine domains . Divine domains describe healer spells and help define divine spells . Spirits has some overlap with the Elements and the Ancestors domain . It can cover abilities dealing with ancestral spirits , voodoo spirits and elemental spirit s / spirits of nature . A rune inscribed on a creature . Runes inscribed on an object . Runes inscribed on a surface subsequently acts as the rune ' s trigger . Branches . Branches mentioned in the lore in the RPG . Schools . Cutting across the categories of arcane and divine spells are the eight schools of magic . These schools represent the different ways that spells take effect . Subschools . The main schools split into several subschools . Some of the subschool categories can be found within more than one school . Descriptor . A descriptor further categorizes spells in some way . Some spells have more than one descriptor . Descriptors govern how the spell interacts with other spells , with special abilities , with unusual creatures , with alignment , and so on . Fire magic is a subcategory of arcane magic . Special powers . These magical discriptions usually have ties to enchantments or enhancements or bonus abilities on items . Speculation on explanations behind casting . Arcane , Runic , and Fel . 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 . 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 to the demon world , having a similar effect as arcane magic , but without the burdensome study . 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 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 . Divine . 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 . Nature . 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 .