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:''This article is about Magic and it's uses in the Diablo Universe. For the [[Diablo I]] attribute, see [[Magic (attribute)]]. For other uses, see [[Magic (disambiguation)]].''
 
:''This article is about Magic and it's uses in the Diablo Universe. For the [[Diablo I]] attribute, see [[Magic (attribute)]]. For other uses, see [[Magic (disambiguation)]].''
   
:''"Might and magic are two spokes on the same wheel. In lacking one you lack both."''<ref name = "D1M"/>
+
:''"Might and magic are two spokes on the same wheel. In lacking one you lack both."''<ref name="D1M" />
 
[[File:Spells and Magic.jpg|thumb|Writings and sketches pertaining to magic]]
 
[[File:Spells and Magic.jpg|thumb|Writings and sketches pertaining to magic]]
 
'''Magic''' (or '''Dubhdroiacht''' in [[Druid]]ic) is an essential part of [[Sanctuary]] and the planes surrounding the world.
 
'''Magic''' (or '''Dubhdroiacht''' in [[Druid]]ic) is an essential part of [[Sanctuary]] and the planes surrounding the world.
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==Lore==
 
==Lore==
 
[[File:Sorceress-history.jpg|thumb|A [[Sorceress]] using magic]]
 
[[File:Sorceress-history.jpg|thumb|A [[Sorceress]] using magic]]
Magic is an ambient<ref name = "Wizard">[http://us.battle.net/d3/en/class/wizard/ Wizard], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> and extremely powerful but fickle and unpredictable force. It can exist in a form of raw energy. The manipulation of magic can be studied and learned, but never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the [[mana]] that pervades [[Sanctuary]].<ref name = "D1M"/> Some magical items' auras are more noticeable than others.<ref name = "D2M"/> Magic carries a scent upon the air.<ref name = "KoS">''[[The Kingdom of Shadow]]''</ref>
+
Magic is an ambient<ref name="Wizard">[http://us.battle.net/d3/en/class/wizard/ Wizard], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> and extremely powerful but fickle and unpredictable force. It can exist in a form of raw energy. The manipulation of magic can be studied and learned, but never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the [[mana]] that pervades [[Sanctuary]].<ref name="D1M" /> Some magical items' auras are more noticeable than others.<ref name="D2M" /> Magic carries a scent upon the air.<ref name="KoS">''[[The Kingdom of Shadow]]''</ref>
   
 
Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical world is likened to the sky while the [[Ether|ethereal realm]] of magic is set as the ocean. Following this line of thought, spells are much like the turbulence that occurs where the two interact with each other.
 
Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical world is likened to the sky while the [[Ether|ethereal realm]] of magic is set as the ocean. Following this line of thought, spells are much like the turbulence that occurs where the two interact with each other.
   
Only the strongest of [[human]]s can harness anything more than the most basic of magical effects, and even then, much energy is lost in the transition between the physical and ethereal realms.<ref name = "D1M"/> Excess energy from one spell can be absorbed by another.<ref>[http://us.battle.net/d3/en/class/wizard/passive/galvanizing-ward Galvanizing Ward], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> Some [[undead]] are capable of wielding magic,<ref name = "D2M"/> as well as at least some demons (e.g. [[Demon Imp|imps]]).<ref name = "LoDM"/>
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While all [[human|humans]] can harness some small amount of magic, only the strongest can command more than the most basic of magical effects, and even then, much energy is lost in the transition between the physical and ethereal realms.<ref name="D1M" /> Excess energy from one spell can be absorbed by another.<ref>[http://us.battle.net/d3/en/class/wizard/passive/galvanizing-ward Galvanizing Ward], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> Some [[undead]] are capable of wielding magic,<ref name="D2M" /> as well as at least some demons (e.g. [[Demon Imp|imps]]).<ref name="LoDM" />
   
Most followers of magic hail from the East,<ref name = "D2M"/> and has a diminished presence in the West.<ref name = "D1M"/> Of note, [[Kehjistan]] is rife with nodes of magical energy.<ref name = "D2M"/> However, artifacts discovered in [[Xiansai]] suggest that magic has been used by the [[Xian]] for millennia.<ref name = "BoC"/>
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Most followers of magic hail from the East,<ref name="D2M" /> and has a diminished presence in the West.<ref name="D1M" /> Of note, [[Kehjistan]] is rife with nodes of magical energy.<ref name="D2M" /> However, artifacts discovered in [[Xiansai]] suggest that magic has been used by the [[Xian]] for millennia.<ref name="BoC" />
   
Magic can be used to create barriers to keep [[demon]]s at bay.<ref name = "D2M"/>
+
Magic can be used to create barriers to keep [[demon]]s at bay.<ref name="D2M" />
   
[[Angels]] can wield powerful magic.<ref name = "D1M"/>
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[[Angels]] can wield powerful magic.<ref name="D1M" />
   
 
===History===
 
===History===
The use of magic on Sanctuary appears to stem as far back as the [[nephalem]].<ref name = "D1M"/> [[Inarius]] attempted to preserve the mortal realm by limiting the immense powers of the nephalem through the [[Worldstone]].<Ref name = "BoC">''[[Book of Cain]]''</ref> The stymied effects of this remained true on humanity.<ref name = "D1M"/>
+
The use of magic on Sanctuary appears to stem as far back as the [[nephalem]].<ref name="D1M" /> [[Inarius]] attempted to preserve the mortal realm by limiting the immense powers of the nephalem through the [[Worldstone]].<ref name="BoC">''[[Book of Cain]]''</ref> The stymied effects of this remained true on humanity.<ref name="D1M" />
   
A time existed before magic was formalized into strict disciplines,<ref name = "D2M"/> but this time came to an end not long before the emergence of human civilization. 100 years after the establishment of [[Kehjan]], the cultures of the land formalized the study of magic, leading to the birth of the [[Mage Clans]]. The three clans of most prominent note were the [[Vizjerei]], the [[Ammuit]], and the [[Ennead]], the Ammuit focussing on transmutation of matter and enchantments, the Ennead on illusion and manipulation, and the Vizjerei on summoning and conjuring. It was the Vizjerei's actions that would alerting the [[Burning Hells]] of the existence of Sanctuary by summoning demons into the mortal world.<ref name = "BoC"/>
+
A time existed before magic was formalized into strict disciplines,<ref name="D2M" /> but this time came to an end not long before the emergence of human civilization. 100 years after the establishment of [[Kehjan]], the cultures of the land formalized the study of magic, leading to the birth of the [[Mage Clans]]. The three clans of most prominent note were the [[Vizjerei]], the [[Ammuit]], and the [[Ennead]], the Ammuit focussing on transmutation of matter and enchantments, the Ennead on illusion and manipulation, and the Vizjerei on summoning and conjuring. It was the Vizjerei's actions that would alerting the [[Burning Hells]] of the existence of Sanctuary by summoning demons into the mortal world.<ref name="BoC" />
   
During the [[Sin War (Event)|Sin War]], the magical energies wielded by angels and demons threatened to tear the world apart.<ref name = "D1M"/> After the conflict, which was rationalized as a clash of faiths, the [[Age of Magic]] began as people turned to the Mage Clans for guidance. However, with the [[Mage Clan Wars]], this age came to an end, and people turned to faith as the basis for their lives. Numerous tomes were destroyed, laws were passed against the use of magic, and while some mage clans survived, they did so in diminished form.
+
During the [[Sin War (Event)|Sin War]], the magical energies wielded by angels and demons threatened to tear the world apart.<ref name="D1M" /> After the conflict, which was rationalized as a clash of faiths, the [[Age of Magic]] began as people turned to the Mage Clans for guidance. However, with the [[Mage Clan Wars]], this age came to an end, and people turned to faith as the basis for their lives. Numerous tomes were destroyed, laws were passed against the use of magic, and while some mage clans survived, they did so in diminished form.
   
The time of the [[Horadrim]] is considered to be the greatest age of magic, when untold discoveries in the arcane arts were made. These powerful mystics used every ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge was lost when the last of the Horadrim died.<ref name = "D1M"/>
+
The time of the [[Horadrim]] is considered to be the greatest age of magic, when untold discoveries in the arcane arts were made. These powerful mystics used every ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge was lost when the last of the Horadrim died.<ref name="D1M" />
   
In recent years, the Mage Clans have regained some of their influence thanks to the [[Trade Consortium]] of [[Caldeum]]. In order to make their city a beacon of learning, the [[Yshari Sanctum]] was constructed, to be stored with arcana and act as a place of learning and growth for the various clans. [[Deckard Cain]] was of the opinion that the sanctum now stands as the greatest symbol of mage power and unity since the Age of Magic.<ref name = "BoT">''[[Book of Tyrael]]''</ref>
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In recent years, the Mage Clans have regained some of their influence thanks to the [[Trade Consortium]] of [[Caldeum]]. In order to make their city a beacon of learning, the [[Yshari Sanctum]] was constructed, to be stored with arcana and act as a place of learning and growth for the various clans. [[Deckard Cain]] was of the opinion that the sanctum now stands as the greatest symbol of mage power and unity since the Age of Magic.<ref name="BoT">''[[Book of Tyrael]]''</ref>
   
 
===Items===
 
===Items===
:''"Magic is not as...powerful as many think. Sometimes a good [[sword]] arm can be as valuable as a hundred spells."''<br />&mdash;[[Sarnakyle]]<ref name = "Demonsbane">''[[Demonsbane]]''</ref>
+
:''"Magic is not as...powerful as many think. Sometimes a good [[sword]] arm can be as valuable as a hundred spells."''<br />&mdash;[[Sarnakyle]]<ref name="Demonsbane">''[[Demonsbane]]''</ref>
   
 
Throughout the ages, [[artisans]] have relied on magic materials to enhance and create powerful items.<ref>''[[Diablo III]]'', ''[[Exquisite Essence]]''</ref>
 
Throughout the ages, [[artisans]] have relied on magic materials to enhance and create powerful items.<ref>''[[Diablo III]]'', ''[[Exquisite Essence]]''</ref>
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Various magical items exist. These include [[amulet]]s, [[ring]]s and gems. Precious gems and metals make excellent foci for magical enchantments. Although most of the knowledge of creating such talismans has been either been long lost or is jealously
 
Various magical items exist. These include [[amulet]]s, [[ring]]s and gems. Precious gems and metals make excellent foci for magical enchantments. Although most of the knowledge of creating such talismans has been either been long lost or is jealously
 
guarded by the [[Mage Clans]], rings and amulets of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each
 
guarded by the [[Mage Clans]], rings and amulets of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each
hand, and but one amulet may be worn about the neck.<ref name = "D1M">''[[Diablo (Game)|Diablo]] Manual''</ref>
+
hand, and but one amulet may be worn about the neck.<ref name="D1M">''[[Diablo (Game)|Diablo]] Manual''</ref>
   
 
The [[Vizjerei]] discovered that magic could be channeled through a [[staff]]. The process of creating such a staff is time consuming, but even a Vizjerei apprenctice can recharge a staff by channeling magic into it. Only those skilled in magic use can use more powerful spell staves.
 
The [[Vizjerei]] discovered that magic could be channeled through a [[staff]]. The process of creating such a staff is time consuming, but even a Vizjerei apprenctice can recharge a staff by channeling magic into it. Only those skilled in magic use can use more powerful spell staves.
   
[[Wands]] store magical energies within them.<ref name = "D2M"/>
+
[[Wands]] store magical energies within them.<ref name="D2M" />
   
 
[[Scroll]]s prepared with magical inks can create a focus for spells. Such magical scrolls provide the reader with the ability to cast a spell that they normally
 
[[Scroll]]s prepared with magical inks can create a focus for spells. Such magical scrolls provide the reader with the ability to cast a spell that they normally
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the parchment to crumble to dust instantly.
 
the parchment to crumble to dust instantly.
   
One form of magic use that is still strong in the [[Western Kingdoms]] is the brewing of elixrs. In [[Khanduras]], most magic is in the form of enchanted items and elixrs.<ref name = "D1M"/>
+
One form of magic use that is still strong in the [[Western Kingdoms]] is the brewing of elixrs. In [[Khanduras]], most magic is in the form of enchanted items and elixrs.<ref name="D1M" />
   
Magical devices can provide [[teleport (disambiguation)|teleportation]]&mdash;this includes [[Scroll of Town Portal|town portal scrolls]] and [[waypoint]]s.<ref name = "D1M"/>
+
Magical devices can provide [[teleport (disambiguation)|teleportation]]&mdash;this includes [[Scroll of Town Portal|town portal scrolls]] and [[waypoint]]s.<ref name="D1M" />
   
[[Shrine]]s and [[well]]s carry magical effects.<ref name = "D2M"/>
+
[[Shrine]]s and [[well]]s carry magical effects.<ref name="D2M" />
   
[[Rune]]s are inscribed with magical glyphs.<ref name = "LoDM"/>
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[[Rune]]s are inscribed with magical glyphs.<ref name="LoDM" />
   
[[Charm]]s are items that grant magical enchantments.<ref name = "LoDM"/>
+
[[Charm]]s are items that grant magical enchantments.<ref name="LoDM" />
   
 
==Schools of Magic==
 
==Schools of Magic==
   
 
The devotees of magic are a segregated lot. They are as leery of students of rival
 
The devotees of magic are a segregated lot. They are as leery of students of rival
disciplines as a layperson is of all arcane practitioners.<ref name = "D2M"/> Schools of magic include:
+
disciplines as a layperson is of all arcane practitioners.<ref name="D2M" /> Schools of magic include:
   
 
===Arcane Magic===
 
===Arcane Magic===
 
''Main article: [[Arcane Power]]''
 
''Main article: [[Arcane Power]]''
 
[[File:Wizard-top.jpg|thumb|A Wizard directing arcane energy]]
 
[[File:Wizard-top.jpg|thumb|A Wizard directing arcane energy]]
'''Arcane Magic''' is used by [[Wizard]]s. They use their own bodies as a conduit for this magic, allowing them to control light and time, [[teleport (Diablo III)|teleport]], create powerful illusions, deflect oncoming attacks,<ref name = "Wizard"/> and cast this energy in [[Magic Missile|projectile]] [[Arcane Orb|form]].<ref>[http://us.battle.net/d3/en/class/wizard/active/magic-missile Magic Missile], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref><ref>[http://us.battle.net/d3/en/class/wizard/active/arcane-orb Arcane Orb], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref> Truly powerful wizards are able to turn this energy inwards, using it to augment their abilities.<ref>[http://us.battle.net/d3/en/class/wizard/passive/blur Blur], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> A relationship exists between arcane magic and time.<ref>[http://us.battle.net/d3/en/class/wizard/passive/temporal-flux Temporal Flux], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref>
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'''Arcane Magic''' is used by [[Wizard]]s. They use their own bodies as a conduit for this magic, allowing them to control light and time, [[teleport (Diablo III)|teleport]], create powerful illusions, deflect oncoming attacks,<ref name="Wizard" /> and cast this energy in [[Magic Missile|projectile]] [[Arcane Orb|form]].<ref>[http://us.battle.net/d3/en/class/wizard/active/magic-missile Magic Missile], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref><ref>[http://us.battle.net/d3/en/class/wizard/active/arcane-orb Arcane Orb], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref> Truly powerful wizards are able to turn this energy inwards, using it to augment their abilities.<ref>[http://us.battle.net/d3/en/class/wizard/passive/blur Blur], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> A relationship exists between arcane magic and time.<ref>[http://us.battle.net/d3/en/class/wizard/passive/temporal-flux Temporal Flux], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref>
   
 
===Blood Magic===
 
===Blood Magic===
 
[[File:BloodRuneAdria.png|thumb|[[Diablo]]'s rune used for blood magic]]
 
[[File:BloodRuneAdria.png|thumb|[[Diablo]]'s rune used for blood magic]]
'''Blood Magic''' is a type of magic that involves the use of [[blood]]. The use of this magic can result in [[Flesh Golem|constructs]].<ref>''[[Diablo III]]'', ''[[Flesh Shaman]] Lore''</ref> The [[Blood Marsh]] is a nexus for this magic.<ref name = "Explore">2014-03-06, [http://us.battle.net/d3/en/blog/13120786/reaper-of-souls%E2%84%A2-first-look-exploring-the-blood-marsh-3-6-2014 REAPER OF SOULS™ FIRST LOOK: EXPLORING THE BLOOD MARSH]. ''Blizzplanet'', accessed on 2014-06-11</ref>
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'''Blood Magic''' is a type of magic that involves the use of [[blood]]. The use of this magic can result in [[Flesh Golem|constructs]].<ref>''[[Diablo III]]'', ''[[Flesh Shaman]] Lore''</ref> The [[Blood Marsh]] is a nexus for this magic.<ref name="Explore">2014-03-06, [http://us.battle.net/d3/en/blog/13120786/reaper-of-souls%E2%84%A2-first-look-exploring-the-blood-marsh-3-6-2014 REAPER OF SOULS™ FIRST LOOK: EXPLORING THE BLOOD MARSH]. ''Blizzplanet'', accessed on 2014-06-11</ref>
   
 
[[Adria]] manifested her Blood Magic using [[Diablo]]'s runes.<ref>''[[Diablo III]]'', ''[[Act V (Diablo III)|Act V]]''</ref>
 
[[Adria]] manifested her Blood Magic using [[Diablo]]'s runes.<ref>''[[Diablo III]]'', ''[[Act V (Diablo III)|Act V]]''</ref>
   
 
===Dark Magic===
 
===Dark Magic===
'''Dark Magic''' is used by the peoples of the south of Sanctuary<ref name = "Demonsbane"/> and the [[Witch Doctor]]s of the [[Umbaru]].<ref name = "BoC"/> These destructive magics can damage groups of enemies with clouds of acid, gouts of flame and swarms of locusts. Curses and hexes may be cast also, including debilitating poisons and bolts of spirit energy that steal life and vitality.<ref>[http://us.battle.net/d3/en/class/witch-doctor/ Witch Doctor], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref>
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'''Dark Magic''' is used by the peoples of the south of Sanctuary<ref name="Demonsbane" /> and the [[Witch Doctor]]s of the [[Umbaru]].<ref name="BoC" /> These destructive magics can damage groups of enemies with clouds of acid, gouts of flame and swarms of locusts. Curses and hexes may be cast also, including debilitating poisons and bolts of spirit energy that steal life and vitality.<ref>[http://us.battle.net/d3/en/class/witch-doctor/ Witch Doctor], ''Blizzard Entertainment''. Accessed on 2014-03-03</ref>
   
 
===Demonic Magic===
 
===Demonic Magic===
 
{{Quote|For now I find this power gained is more unto a curse. My spirit burns with every spell and each irreverent verse. Despite this strength and knowledge earned, I have paid a heavy toll. Never should’ve traded power for my own immortal soul.|''[[The Initiate]]'' (excerpt)|Diablo II}}
 
{{Quote|For now I find this power gained is more unto a curse. My spirit burns with every spell and each irreverent verse. Despite this strength and knowledge earned, I have paid a heavy toll. Never should’ve traded power for my own immortal soul.|''[[The Initiate]]'' (excerpt)|Diablo II}}
 
[[File:Triune demon summoning-cropped.jpg|thumb|A demon being summoned into a mortal body]]
 
[[File:Triune demon summoning-cropped.jpg|thumb|A demon being summoned into a mortal body]]
'''Demonic Magic''' is a type of magic. Demons can be summoned to the physical plane through this method.<ref name = "LoDM">''[[Diablo II: Lord of Destruction]] Manual''</ref> Blood and human flesh can be used to bolster this magic.<ref name = "Command">''[[Diablo III]]'', ''[[Command from Cultist Grand Inquisitor]]''</ref> Use of demonic magic taints the blood of humans using it.<ref>''[[Diablo III]]'', ''[[Cultist Blood]]''</ref>
+
'''Demonic Magic''' is a type of magic. Demons can be summoned to the physical plane through this method.<ref name="LoDM">''[[Diablo II: Lord of Destruction]] Manual''</ref> Blood and human flesh can be used to bolster this magic.<ref name="Command">''[[Diablo III]]'', ''[[Command from Cultist Grand Inquisitor]]''</ref> Use of demonic magic taints the blood of humans using it.<ref>''[[Diablo III]]'', ''[[Cultist Blood]]''</ref>
   
Of note, magic was used to create the demonic [[Winged Fiend]]s.<ref name = "D1M"/>
+
Of note, magic was used to create the demonic [[Winged Fiend]]s.<ref name="D1M" />
   
 
===Elemental Magic===
 
===Elemental Magic===
:''"Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if the were a bar of iron in a rainstorm."''<br />&mdash;A comment on the effects of elemental magic.<ref name = "D2M"/>
+
:''"Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if the were a bar of iron in a rainstorm."''<br />&mdash;A comment on the effects of elemental magic.<ref name="D2M" />
   
In '''Elemental Magic''', base elements are molded into whatever forms are needed. Weather manipulation is the most impressive form of this branch of magic. The [[Zann Esu Clan]] pursue the use of elemental magic as per their quest for "perfect" magic.<ref name = "D2M"/> Likewise, the [[Vizjerei Clan]] have practiced elemental magic since the end of the [[Mage Clan Wars]].<ref name = "Demonsbane"/> Branches of elemental magic include:
+
In '''Elemental Magic''', base elements are molded into whatever forms are needed. Weather manipulation is the most impressive form of this branch of magic. The [[Zann Esu Clan]] pursue the use of elemental magic as per their quest for "perfect" magic.<ref name="D2M" /> Likewise, the [[Vizjerei Clan]] have practiced elemental magic since the end of the [[Mage Clan Wars]].<ref name="Demonsbane" /> Branches of elemental magic include:
   
 
====Electric Magic====
 
====Electric Magic====
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[[File:Sorceress-electric.jpg|thumb|A Sorceress channeling electric energy]]
 
[[File:Sorceress-electric.jpg|thumb|A Sorceress channeling electric energy]]
 
'''Electromagnetism''' exists on the threshold of the ethereal and physical realms. While it is very efficient to transform mana into electrical energy, it is extremely difficult
 
'''Electromagnetism''' exists on the threshold of the ethereal and physical realms. While it is very efficient to transform mana into electrical energy, it is extremely difficult
to control. The caster is able to shield theirself from the effects of these spells, but any creature - friend or foe - may be struck. Additionally, the use of this branch of magic includes skills such as [[telekinesis]], [[Energy Shield|shields]], and [[teleport]]ation. At the peak of its use is weather manipulation.<ref name = "D1M"/>
+
to control. The caster is able to shield theirself from the effects of these spells, but any creature - friend or foe - may be struck. Additionally, the use of this branch of magic includes skills such as [[telekinesis]], [[Energy Shield|shields]], and [[teleport]]ation. At the peak of its use is weather manipulation.<ref name="D1M" />
   
 
====Fire Magic====
 
====Fire Magic====
 
''Main article: [[Fire Spells]]''
 
''Main article: [[Fire Spells]]''
   
'''Fire''' lies at the edge of both energy and matter, so it is a simple matter to shape mana into magical flame. Magical fire requires no earthly source. These flames will burn as long as mana feeds them. The Horadrim were skilled enough to create torches that burn with an eternal flame, but those abilities have been long lost.<ref name = "D1M"/> However, a possibly similar device exists in the form of the [[Light of Grace]], which through magic, is able to draw warmth from its surroundings to increase its luminescence.<ref>''[[Diablo III]]'', ''[[Light of Grace]]''</ref>
+
'''Fire''' lies at the edge of both energy and matter, so it is a simple matter to shape mana into magical flame. Magical fire requires no earthly source. These flames will burn as long as mana feeds them. The Horadrim were skilled enough to create torches that burn with an eternal flame, but those abilities have been long lost.<ref name="D1M" /> However, a possibly similar device exists in the form of the [[Light of Grace]], which through magic, is able to draw warmth from its surroundings to increase its luminescence.<ref>''[[Diablo III]]'', ''[[Light of Grace]]''</ref>
   
Fire can be used as a projectile, and weapons may be [[enchant]]ed with its power. However, fire is an unpredictable, destructive force, and even for an experienced spellcaster, its use can be uncooperative. Under this branch of magic is the [[Hydra (Diablo II)|Hydra]], which is summoned from the core of the mortal world.<ref name = "D2M"/>
+
Fire can be used as a projectile, and weapons may be [[enchant]]ed with its power. However, fire is an unpredictable, destructive force, and even for an experienced spellcaster, its use can be uncooperative. Under this branch of magic is the [[Hydra (Diablo II)|Hydra]], which is summoned from the core of the mortal world.<ref name="D2M" />
   
 
====Ice Magic====
 
====Ice Magic====
 
''Main article: [[Cold Spells]]''
 
''Main article: [[Cold Spells]]''
   
'''Ice''' is a powerful elemental force. It can be used as both a projectile and means of defense.<ref name = "D2M"/>
+
'''Ice''' is a powerful elemental force. It can be used as both a projectile and means of defense.<ref name="D2M" />
   
 
====Wind Magic====
 
====Wind Magic====
 
:''"The wind carries life for those enveloped in its flow, and death for those arrayed against it."''<ref>''[[Diablo III]]'', ''[[Windforce (Diablo III)|Windforce]]''</ref>
 
:''"The wind carries life for those enveloped in its flow, and death for those arrayed against it."''<ref>''[[Diablo III]]'', ''[[Windforce (Diablo III)|Windforce]]''</ref>
   
'''Wind'''<ref name = "LoDM"/> is one of the natural elements of Sanctuary.<ref name = "Wizard"/>
+
'''Wind'''<ref name="LoDM" /> is one of the natural elements of Sanctuary.<ref name="Wizard" />
   
 
===Holy Magic===
 
===Holy Magic===
 
''Main article: [[Light]]''
 
''Main article: [[Light]]''
 
[[File:Paladin Prayer.jpg|thumb|A Paladin bathed in light]]
 
[[File:Paladin Prayer.jpg|thumb|A Paladin bathed in light]]
'''Holy Magic''' (a.k.a. '''Divine Magic''')<ref name = "FirstImpressions">2013-10-16, [http://us.battle.net/d3/en/forum/topic/10195830258#20 Crusader. First Impressions.]. ''Blizzard Entertainment'', accessed on 2013-10-16</ref> is gifted to mortals by the [[High Heavens]]. [[Paladin]]s can call upon this magic. This includes the use of [[aura]]s, of both [[Defensive Auras|defensive]] and [[Offensive Auras|offensive]] natures, as well as various [[Combat Skills (Paladin)|combat skills]].<ref name = "D2M">''[[Diablo II]] Manual''</ref> [[Wrath (Crusader)|Wrath]], as used by [[Crusader]]s, is a form of divine magic, and is fueled by their devotion to the [[Zakarum]] faith.<ref name = "FirstImpressions"/>
+
'''Holy Magic''' (a.k.a. '''Divine Magic''')<ref name="FirstImpressions">2013-10-16, [http://us.battle.net/d3/en/forum/topic/10195830258#20 Crusader. First Impressions.]. ''Blizzard Entertainment'', accessed on 2013-10-16</ref> is gifted to mortals by the [[High Heavens]]. [[Paladin]]s can call upon this magic. This includes the use of [[aura]]s, of both [[Defensive Auras|defensive]] and [[Offensive Auras|offensive]] natures, as well as various [[Combat Skills (Paladin)|combat skills]].<ref name="D2M">''[[Diablo II]] Manual''</ref> [[Wrath (Crusader)|Wrath]], as used by [[Crusader]]s, is a form of divine magic, and is fueled by their devotion to the [[Zakarum]] faith.<ref name="FirstImpressions" />
   
By combining this magic with fire, [[Holy Bolt (Diablo I)|Holy Bolts]] may be cast,<ref name = "D1M"/> though may also be cast as [[Holy Bolt|pure]] forms of Light.<ref name = "D2M"/>
+
By combining this magic with fire, [[Holy Bolt (Diablo I)|Holy Bolts]] may be cast,<ref name="D1M" /> though may also be cast as [[Holy Bolt|pure]] forms of Light.<ref name="D2M" />
   
 
===Natural Magic===
 
===Natural Magic===
'''Natural Magic''' is an ancient type of magic.<ref name = "LoB">''[[Legacy of Blood]]''</ref> It is used by [[Druid]]s,<ref name = "LoDM"/> and was called upon by [[Horazon]] and his [[Vizjerei]] followers during the [[Mage Clan Wars]] to defeat [[Bartuc]].<ref name = "LoB"/> It can call on the elements of fire and wind.<ref>[http://classic.battle.net/diablo2exp/classes/druid.shtml Druid], ''The Arreat Summit''. Accessed on 2014-03-01</ref>
+
'''Natural Magic''' is an ancient type of magic.<ref name="LoB">''[[Legacy of Blood]]''</ref> It is used by [[Druid]]s,<ref name="LoDM" /> and was called upon by [[Horazon]] and his [[Vizjerei]] followers during the [[Mage Clan Wars]] to defeat [[Bartuc]].<ref name="LoB" /> It can call on the elements of fire and wind.<ref>[http://classic.battle.net/diablo2exp/classes/druid.shtml Druid], ''The Arreat Summit''. Accessed on 2014-03-01</ref>
   
 
====Elemental Magic====
 
====Elemental Magic====
Line 127: Line 127:
 
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.
 
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.
   
These elemental abilities include fire, ice, and wind, yet sources differ from elemental magic. E.g., fire is called upon from the earth itself<ref name = "LoDM"/> (whereas elemental magic involves shaping mana into fire),<ref name = "D2M"/> and the wind is called on directly for aid.<ref name = "LoDM"/>
+
These elemental abilities include fire, ice, and wind, yet sources differ from elemental magic. E.g., fire is called upon from the earth itself<ref name="LoDM" /> (whereas elemental magic involves shaping mana into fire),<ref name="D2M" /> and the wind is called on directly for aid.<ref name="LoDM" />
   
 
====Shapeshifting====
 
====Shapeshifting====
 
''Main article: [[Shape Shifting Skills]]''
 
''Main article: [[Shape Shifting Skills]]''
   
This is perhaps the most astonishing of all the talents granted to the Druids. Shapeshifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some shapeshifting skills are available only to a single animal form, while others are common to both wolf and bear forms.<ref name = "D2M"/>
+
This is perhaps the most astonishing of all the talents granted to the Druids. Shapeshifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some shapeshifting skills are available only to a single animal form, while others are common to both wolf and bear forms.<ref name="D2M" />
   
 
====Summoning====
 
====Summoning====
 
''Main article: [[Summoning Skills]]''
 
''Main article: [[Summoning Skills]]''
   
Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.<ref name = "D2M"/>
+
Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.<ref name="D2M" />
   
 
===Necromancy===
 
===Necromancy===
'''Necromancy''' is a school of magic.<ref>[http://us.battle.net/d3/en/class/wizard/passive/power-hungry Power Hungry], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> [[Demon]]s possess necromatic abilities, but among mortals, only the [[Priests of Rathma]],<ref name = "D2M"/> who draw on the power of [[Trag'Oul]],<ref name = "Lore">2013-12-08, [http://www.blizzplanet.com/blog/comments/blizzcon-2013-diablo-iii-lore-qa-panel-transcript BlizzCon 2013 – Diablo III Lore and Story Q&A Panel Transcript]. ''Blizzplanet'', accessed on 2014-03-11</ref> have access to it. It is considered a "dark" art and consequently, many people shun the priests. It involves the use of [[Summoning Spells]], which can summon [[skeleton]]s and [[golem]]s, and even [[revive|revival]]. Other necromatic abilties are based on the use of [[Poison and Bone Spells|poison and bone]] and [[curses]].<ref name = "D2M"/>
+
'''Necromancy''' is a school of magic.<ref>[http://us.battle.net/d3/en/class/wizard/passive/power-hungry Power Hungry], ''Blizzard Entertainment''. Accessed on 2014-02-28</ref> [[Demon]]s possess necromatic abilities, but among mortals, only the [[Priests of Rathma]],<ref name="D2M" /> who draw on the power of [[Trag'Oul]],<ref name="Lore">2013-12-08, [http://www.blizzplanet.com/blog/comments/blizzcon-2013-diablo-iii-lore-qa-panel-transcript BlizzCon 2013 – Diablo III Lore and Story Q&A Panel Transcript]. ''Blizzplanet'', accessed on 2014-03-11</ref> have access to it. It is considered a "dark" art and consequently, many people shun the priests. It involves the use of [[Summoning Spells]], which can summon [[skeleton]]s and [[golem]]s, and even [[revive|revival]]. Other necromatic abilties are based on the use of [[Poison and Bone Spells|poison and bone]] and [[curses]].<ref name="D2M" />
   
 
Magical expenditure when it comes to raising the dead is not set. For instance, one could spend the same amount of energy summoning 100 mindless skeletons as a single astute one.<ref>[[Writings of Abd al-Hazir#Entry 8: The Skeletal Undead|Writings of Abd al-Hazir: The Skeletal Undead]]</ref>
 
Magical expenditure when it comes to raising the dead is not set. For instance, one could spend the same amount of energy summoning 100 mindless skeletons as a single astute one.<ref>[[Writings of Abd al-Hazir#Entry 8: The Skeletal Undead|Writings of Abd al-Hazir: The Skeletal Undead]]</ref>
   
 
===Prime Magic===
 
===Prime Magic===
'''Prime Magic''' is wielded by the [[Askari]] and Priests of Rathma. Prime energies flow through all living things, and practitioners of necromancy can curse the fate of a victim by manipulating these energies. In the case of the Askari, their use of this magic appears to consist of calling on their deities to empower them with supernatural abilities and to harness their natural spiritual energies.<ref name = "D2M"/>
+
'''Prime Magic''' is wielded by the [[Askari]] and Priests of Rathma. Prime energies flow through all living things, and practitioners of necromancy can curse the fate of a victim by manipulating these energies. In the case of the Askari, their use of this magic appears to consist of calling on their deities to empower them with supernatural abilities and to harness their natural spiritual energies.<ref name="D2M" />
   
 
===Shadow Magic===
 
===Shadow Magic===
'''Shadow Magic''',<ref name = "DH">[http://us.battle.net/d3/en/class/demon-hunter/ Demon Hunter], ''Blizzard Entertainment''. Accessed on 2014-03-04</ref> a.k.a. '''Shadow Energy''' is used by [[Demon Hunter]]s.<ref name = "Transcript">2013-12-05, [http://www.blizzplanet.com/blog/comments/blizzcon-2013-diablo-iii-gameplay-systems-crusader-panel-transcript/7 BlizzCon 2013 – Diablo III: Gameplay Systems + Crusader Panel Transcript]. ''Blizzplanet'', accessed on 2014-02-26</ref> This consists of apocryphal magics, allowing Demon Hunters to cloak themselves in darkness, confound others attacks, and slip between shadows to sneak up on their prey.<ref name = "DH"/> Similarly, [[Assassin]]s train in the use of the [[Shadow Disciplines]], which involve obfuscation and the honing of psychic abilities. These disciplines do not involve the casting of actual spells.<ref name = "LoDM"/>
+
'''Shadow Magic''',<ref name="DH">[http://us.battle.net/d3/en/class/demon-hunter/ Demon Hunter], ''Blizzard Entertainment''. Accessed on 2014-03-04</ref> a.k.a. '''Shadow Energy''' is used by [[Demon Hunter]]s.<ref name="Transcript">2013-12-05, [http://www.blizzplanet.com/blog/comments/blizzcon-2013-diablo-iii-gameplay-systems-crusader-panel-transcript/7 BlizzCon 2013 – Diablo III: Gameplay Systems + Crusader Panel Transcript]. ''Blizzplanet'', accessed on 2014-02-26</ref> This consists of apocryphal magics, allowing Demon Hunters to cloak themselves in darkness, confound others attacks, and slip between shadows to sneak up on their prey.<ref name="DH" /> Similarly, [[Assassin]]s train in the use of the [[Shadow Disciplines]], which involve obfuscation and the honing of psychic abilities. These disciplines do not involve the casting of actual spells.<ref name="LoDM" />
   
 
==References==
 
==References==
<references/>
+
<references />
 
[[Category:Lore]]
 
[[Category:Lore]]

Revision as of 02:58, August 12, 2014

This article is about Magic and it's uses in the Diablo Universe. For the Diablo I attribute, see Magic (attribute). For other uses, see Magic (disambiguation).
"Might and magic are two spokes on the same wheel. In lacking one you lack both."[1]
Spells and Magic

Writings and sketches pertaining to magic

Magic (or Dubhdroiacht in Druidic) is an essential part of Sanctuary and the planes surrounding the world.

Lore

Sorceress-history

A Sorceress using magic

Magic is an ambient[2] and extremely powerful but fickle and unpredictable force. It can exist in a form of raw energy. The manipulation of magic can be studied and learned, but never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the mana that pervades Sanctuary.[1] Some magical items' auras are more noticeable than others.[3] Magic carries a scent upon the air.[4]

Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical world is likened to the sky while the ethereal realm of magic is set as the ocean. Following this line of thought, spells are much like the turbulence that occurs where the two interact with each other.

While all humans can harness some small amount of magic, only the strongest can command more than the most basic of magical effects, and even then, much energy is lost in the transition between the physical and ethereal realms.[1] Excess energy from one spell can be absorbed by another.[5] Some undead are capable of wielding magic,[3] as well as at least some demons (e.g. imps).[6]

Most followers of magic hail from the East,[3] and has a diminished presence in the West.[1] Of note, Kehjistan is rife with nodes of magical energy.[3] However, artifacts discovered in Xiansai suggest that magic has been used by the Xian for millennia.[7]

Magic can be used to create barriers to keep demons at bay.[3]

Angels can wield powerful magic.[1]

History

The use of magic on Sanctuary appears to stem as far back as the nephalem.[1] Inarius attempted to preserve the mortal realm by limiting the immense powers of the nephalem through the Worldstone.[7] The stymied effects of this remained true on humanity.[1]

A time existed before magic was formalized into strict disciplines,[3] but this time came to an end not long before the emergence of human civilization. 100 years after the establishment of Kehjan, the cultures of the land formalized the study of magic, leading to the birth of the Mage Clans. The three clans of most prominent note were the Vizjerei, the Ammuit, and the Ennead, the Ammuit focussing on transmutation of matter and enchantments, the Ennead on illusion and manipulation, and the Vizjerei on summoning and conjuring. It was the Vizjerei's actions that would alerting the Burning Hells of the existence of Sanctuary by summoning demons into the mortal world.[7]

During the Sin War, the magical energies wielded by angels and demons threatened to tear the world apart.[1] After the conflict, which was rationalized as a clash of faiths, the Age of Magic began as people turned to the Mage Clans for guidance. However, with the Mage Clan Wars, this age came to an end, and people turned to faith as the basis for their lives. Numerous tomes were destroyed, laws were passed against the use of magic, and while some mage clans survived, they did so in diminished form.

The time of the Horadrim is considered to be the greatest age of magic, when untold discoveries in the arcane arts were made. These powerful mystics used every ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge was lost when the last of the Horadrim died.[1]

In recent years, the Mage Clans have regained some of their influence thanks to the Trade Consortium of Caldeum. In order to make their city a beacon of learning, the Yshari Sanctum was constructed, to be stored with arcana and act as a place of learning and growth for the various clans. Deckard Cain was of the opinion that the sanctum now stands as the greatest symbol of mage power and unity since the Age of Magic.[8]

Items

"Magic is not as...powerful as many think. Sometimes a good sword arm can be as valuable as a hundred spells."
Sarnakyle[9]

Throughout the ages, artisans have relied on magic materials to enhance and create powerful items.[10]

Various magical items exist. These include amulets, rings and gems. Precious gems and metals make excellent foci for magical enchantments. Although most of the knowledge of creating such talismans has been either been long lost or is jealously guarded by the Mage Clans, rings and amulets of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each hand, and but one amulet may be worn about the neck.[1]

The Vizjerei discovered that magic could be channeled through a staff. The process of creating such a staff is time consuming, but even a Vizjerei apprenctice can recharge a staff by channeling magic into it. Only those skilled in magic use can use more powerful spell staves.

Wands store magical energies within them.[3]

Scrolls prepared with magical inks can create a focus for spells. Such magical scrolls provide the reader with the ability to cast a spell that they normally may not know, without expending any mana. Very powerful spells cannot be used by the untrained, however, for the cryptic symbols upon them are difficult to comprehend. The act of casting the spell drains the scroll of all magical power and causes the parchment to crumble to dust instantly.

One form of magic use that is still strong in the Western Kingdoms is the brewing of elixrs. In Khanduras, most magic is in the form of enchanted items and elixrs.[1]

Magical devices can provide teleportation—this includes town portal scrolls and waypoints.[1]

Shrines and wells carry magical effects.[3]

Runes are inscribed with magical glyphs.[6]

Charms are items that grant magical enchantments.[6]

Schools of Magic

The devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners.[3] Schools of magic include:

Arcane Magic

Main article: Arcane Power

Wizard-top

A Wizard directing arcane energy

Arcane Magic is used by Wizards. They use their own bodies as a conduit for this magic, allowing them to control light and time, teleport, create powerful illusions, deflect oncoming attacks,[2] and cast this energy in projectile form.[11][12] Truly powerful wizards are able to turn this energy inwards, using it to augment their abilities.[13] A relationship exists between arcane magic and time.[14]

Blood Magic

BloodRuneAdria

Diablo's rune used for blood magic

Blood Magic is a type of magic that involves the use of blood. The use of this magic can result in constructs.[15] The Blood Marsh is a nexus for this magic.[16]

Adria manifested her Blood Magic using Diablo's runes.[17]

Dark Magic

Dark Magic is used by the peoples of the south of Sanctuary[9] and the Witch Doctors of the Umbaru.[7] These destructive magics can damage groups of enemies with clouds of acid, gouts of flame and swarms of locusts. Curses and hexes may be cast also, including debilitating poisons and bolts of spirit energy that steal life and vitality.[18]

Demonic Magic

"For now I find this power gained is more unto a curse. My spirit burns with every spell and each irreverent verse. Despite this strength and knowledge earned, I have paid a heavy toll. Never should’ve traded power for my own immortal soul."

The Initiate (excerpt)(src)
Triune demon summoning-cropped

A demon being summoned into a mortal body

Demonic Magic is a type of magic. Demons can be summoned to the physical plane through this method.[6] Blood and human flesh can be used to bolster this magic.[19] Use of demonic magic taints the blood of humans using it.[20]

Of note, magic was used to create the demonic Winged Fiends.[1]

Elemental Magic

"Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if the were a bar of iron in a rainstorm."
—A comment on the effects of elemental magic.[3]

In Elemental Magic, base elements are molded into whatever forms are needed. Weather manipulation is the most impressive form of this branch of magic. The Zann Esu Clan pursue the use of elemental magic as per their quest for "perfect" magic.[3] Likewise, the Vizjerei Clan have practiced elemental magic since the end of the Mage Clan Wars.[9] Branches of elemental magic include:

Electric Magic

Main article: Lightning Spells

Sorceress-electric

A Sorceress channeling electric energy

Electromagnetism exists on the threshold of the ethereal and physical realms. While it is very efficient to transform mana into electrical energy, it is extremely difficult to control. The caster is able to shield theirself from the effects of these spells, but any creature - friend or foe - may be struck. Additionally, the use of this branch of magic includes skills such as telekinesis, shields, and teleportation. At the peak of its use is weather manipulation.[1]

Fire Magic

Main article: Fire Spells

Fire lies at the edge of both energy and matter, so it is a simple matter to shape mana into magical flame. Magical fire requires no earthly source. These flames will burn as long as mana feeds them. The Horadrim were skilled enough to create torches that burn with an eternal flame, but those abilities have been long lost.[1] However, a possibly similar device exists in the form of the Light of Grace, which through magic, is able to draw warmth from its surroundings to increase its luminescence.[21]

Fire can be used as a projectile, and weapons may be enchanted with its power. However, fire is an unpredictable, destructive force, and even for an experienced spellcaster, its use can be uncooperative. Under this branch of magic is the Hydra, which is summoned from the core of the mortal world.[3]

Ice Magic

Main article: Cold Spells

Ice is a powerful elemental force. It can be used as both a projectile and means of defense.[3]

Wind Magic

"The wind carries life for those enveloped in its flow, and death for those arrayed against it."[22]

Wind[6] is one of the natural elements of Sanctuary.[2]

Holy Magic

Main article: Light

Paladin Prayer

A Paladin bathed in light

Holy Magic (a.k.a. Divine Magic)[23] is gifted to mortals by the High Heavens. Paladins can call upon this magic. This includes the use of auras, of both defensive and offensive natures, as well as various combat skills.[3] Wrath, as used by Crusaders, is a form of divine magic, and is fueled by their devotion to the Zakarum faith.[23]

By combining this magic with fire, Holy Bolts may be cast,[1] though may also be cast as pure forms of Light.[3]

Natural Magic

Natural Magic is an ancient type of magic.[24] It is used by Druids,[6] and was called upon by Horazon and his Vizjerei followers during the Mage Clan Wars to defeat Bartuc.[24] It can call on the elements of fire and wind.[25]

Elemental Magic

Main article: Elemental Skills

Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.

These elemental abilities include fire, ice, and wind, yet sources differ from elemental magic. E.g., fire is called upon from the earth itself[6] (whereas elemental magic involves shaping mana into fire),[3] and the wind is called on directly for aid.[6]

Shapeshifting

Main article: Shape Shifting Skills

This is perhaps the most astonishing of all the talents granted to the Druids. Shapeshifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some shapeshifting skills are available only to a single animal form, while others are common to both wolf and bear forms.[3]

Summoning

Main article: Summoning Skills

Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.[3]

Necromancy

Necromancy is a school of magic.[26] Demons possess necromatic abilities, but among mortals, only the Priests of Rathma,[3] who draw on the power of Trag'Oul,[27] have access to it. It is considered a "dark" art and consequently, many people shun the priests. It involves the use of Summoning Spells, which can summon skeletons and golems, and even revival. Other necromatic abilties are based on the use of poison and bone and curses.[3]

Magical expenditure when it comes to raising the dead is not set. For instance, one could spend the same amount of energy summoning 100 mindless skeletons as a single astute one.[28]

Prime Magic

Prime Magic is wielded by the Askari and Priests of Rathma. Prime energies flow through all living things, and practitioners of necromancy can curse the fate of a victim by manipulating these energies. In the case of the Askari, their use of this magic appears to consist of calling on their deities to empower them with supernatural abilities and to harness their natural spiritual energies.[3]

Shadow Magic

Shadow Magic,[29] a.k.a. Shadow Energy is used by Demon Hunters.[30] This consists of apocryphal magics, allowing Demon Hunters to cloak themselves in darkness, confound others attacks, and slip between shadows to sneak up on their prey.[29] Similarly, Assassins train in the use of the Shadow Disciplines, which involve obfuscation and the honing of psychic abilities. These disciplines do not involve the casting of actual spells.[6]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Diablo Manual
  2. 2.0 2.1 2.2 Wizard, Blizzard Entertainment. Accessed on 2014-02-28
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 Diablo II Manual
  4. The Kingdom of Shadow
  5. Galvanizing Ward, Blizzard Entertainment. Accessed on 2014-02-28
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Diablo II: Lord of Destruction Manual
  7. 7.0 7.1 7.2 7.3 Book of Cain
  8. Book of Tyrael
  9. 9.0 9.1 9.2 Demonsbane
  10. Diablo III, Exquisite Essence
  11. Magic Missile, Blizzard Entertainment. Accessed on 2014-03-03
  12. Arcane Orb, Blizzard Entertainment. Accessed on 2014-03-03
  13. Blur, Blizzard Entertainment. Accessed on 2014-02-28
  14. Temporal Flux, Blizzard Entertainment. Accessed on 2014-02-28
  15. Diablo III, Flesh Shaman Lore
  16. 2014-03-06, REAPER OF SOULS™ FIRST LOOK: EXPLORING THE BLOOD MARSH. Blizzplanet, accessed on 2014-06-11
  17. Diablo III, Act V
  18. Witch Doctor, Blizzard Entertainment. Accessed on 2014-03-03
  19. Diablo III, Command from Cultist Grand Inquisitor
  20. Diablo III, Cultist Blood
  21. Diablo III, Light of Grace
  22. Diablo III, Windforce
  23. 23.0 23.1 2013-10-16, Crusader. First Impressions.. Blizzard Entertainment, accessed on 2013-10-16
  24. 24.0 24.1 Legacy of Blood
  25. Druid, The Arreat Summit. Accessed on 2014-03-01
  26. Power Hungry, Blizzard Entertainment. Accessed on 2014-02-28
  27. 2013-12-08, BlizzCon 2013 – Diablo III Lore and Story Q&A Panel Transcript. Blizzplanet, accessed on 2014-03-11
  28. Writings of Abd al-Hazir: The Skeletal Undead
  29. 29.0 29.1 Demon Hunter, Blizzard Entertainment. Accessed on 2014-03-04
  30. 2013-12-05, BlizzCon 2013 – Diablo III: Gameplay Systems + Crusader Panel Transcript. Blizzplanet, accessed on 2014-02-26
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