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Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools was displayed in your character information, but resistance as a game mechanic was removed with Mists of Pandaria.

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  • Magic schools (WoW)
  • Magic schools (WoW)
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  • Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools are displayed in your character information.
  • Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools was displayed in your character information, but resistance as a game mechanic was removed with Mists of Pandaria.
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  • by Jul 28th 2013 8:00PM
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  • wowinsider
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abstract
  • Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools are displayed in your character information. If you are a caster, and an opponent uses Counterspell, Spell Lock, Kick, Shield Bash, Pummel, or Earth Shock on you while you're casting a spell, these and other abilities will not only interrupt that spell but also to prevent you from casting any spell in that school for some amount of time. It's good to know what schools your abilities are in so you can switch to another when this happens. It's fairly clear for Mages (the school of the spell is the same as the tree it falls under) and Warlocks (if it doesn't involve fire, it's Shadow). For other classes it's not always clear. Fortunately, the tooltip of any damage spell will specify the type of damage it does. Warriors are the only class that strictly deals only one damage type, that being Physical. Hunters and Shamans have the most varied damage types, with both being able to deal Physical, Nature and Fire damage, as well as Arcane for Hunters and Frost for Shaman.
  • Every ability, power, or spell belongs to one of seven magic schools which define what can be done to absorb, immunize against, or resist it. Your resistance against five of these schools was displayed in your character information, but resistance as a game mechanic was removed with Mists of Pandaria. If you are a caster, and an opponent uses [Counterspell], [Spell Lock], [Kick], [Shield Bash], [Pummel], [Wind Shear], or [Mind Freeze] on you while you're casting a spell, these and other abilities will not only interrupt that spell but also to prevent you from casting any spell in that school for some amount of time. It's good to know what schools your abilities are in so you can switch to another when this happens. It's fairly clear for Mages (the school of the spell is the same as the tree it falls under) and Warlocks (if it doesn't involve fire, it's Shadow). For other classes it's not always clear. Fortunately, the tooltip of any damage spell will specify the type of damage it does. Warriors are the only class that strictly deals only one damage type, that being Physical. Hunters and Shamans have the most varied damage types, with both being able to deal Physical, Nature and Fire damage, as well as Arcane and Shadow for Hunters and Frost for Shaman.
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