World of Warcraft
Spells
17,422 learnable spells across 178 skill lines: class abilities, profession recipes, and secondary skills, datamined from the current retail build.

Class Abilities (13)
Hunter Pet Abilities (76)
Other Class Skill Lines (11)
Professions (31)
Secondary Skills (47)
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WoW Spells by Class and Profession
Spells form the backbone of how you interact with World of Warcraft. Whether you're casting a fireball as a Mage, summoning a pet as a Warlock, crafting armor as a Blacksmith, or learning a racial ability, every action in the game falls under the spell system. Understanding what counts as a spell and how to read the data on our database will help you make better decisions about gearing, rotations, professions, and gameplay across the game's different versions.
What Counts as a Spell
In World of Warcraft, a spell is any learnable ability that appears in your spellbook or your profession panel. This is broader than you might think. The game doesn't just track combat abilities; it tracks every trainable action.
A spell can be a class ability like Fireball or Mortal Strike. It can be a talent choice that grants you a new power. It can be an item effect that triggers when you use an item, like a potion or trinket. It can be a buff or debuff that another player or NPC applies to you, complete with its own mechanics. It can be a profession recipe you learn to craft items like swords, potions, or enchantments. It can be a companion summon that calls forth a pet or mount. It can even be a racial ability specific to your character's ancestry, like the Dwarf's Stoneform.
The spell database covers learnable spells across many skill lines, including class ability trees, hunter pet family ability trees, class-related skill lines like covenant powers, professions, and secondary skills including archaeology, cooking, fishing, and racial abilities.
When you look up a spell on the site, you're looking at how the game's data structures that ability. The spell record tells you everything about what it does, how often you can use it, and what it costs to use.
How Spells Work Across Game Versions
The spell system has evolved significantly across World of Warcraft's different versions. This shapes how you build characters and plan your gameplay.
In Classic Era and Wrath, spell progression worked differently than it does in modern retail. The detailed mechanics of spell ranks and how they changed across expansions are covered in the Classic Era Spell Ranks section below. What matters most to understand here is that different versions handle spell scaling differently, which affects how you approach leveling and gearing your character.
For professions, the changes are even more significant. Classic profession recipes had rigid progression paths, while retail recipes adapt to your character's development in more dynamic ways.
Classes and Their Abilities
Each of the 13 classes in World of Warcraft has its own spell tree. Death Knights, Demon Hunters, Druids, Evokers, Hunters, Mages, Monks, Paladins, Priests, Rogues, Shamans, Warlocks, and Warriors each learn a different set of core abilities based on how the game's designers balanced combat roles.
Class abilities are the powers you use in your main rotation. A Warrior's Mortal Strike, a Mage's Fireball, a Rogue's Eviscerate. Each class has between 15 and 100 learnable class spells depending on the class and expansion. Retail classes have more spells because many older spells remain in the game alongside newer ones. Classic classes have fewer because the game was simpler at launch.
Abilities also cover utility, crowd control, buffs, and movement. Hunters can cast aspects that buff themselves and allies. Priests can cast shields and heals. Rogues have stuns and movement tools. The class spell list tells you everything your class can do outside of talents and items.
Talents are special spells that modify or enhance your other abilities. Many talents create new spell effects or change how existing abilities work. A talent might make your Fireball deal more damage and hit multiple enemies. Another might grant you a new ability to use. We track talents separately, but they live as spell data in the game.
Timing, Cast Times, and Cooldowns
Spells are classified by how long they take to cast. Most spells have a cast time that takes a moment to complete. Damage spells like a Mage's Fireball require you to stand still while channeling. If you move, the cast is interrupted. If you take damage from certain sources, the cast breaks.
Instant-cast abilities take 0 seconds. You press the button and the effect happens immediately. Melee attacks are generally instant. Many utility spells are instant. Some classes specialize in instant casts more than others. A Rogue's combo moves are usually instant. A Mage's Fireball is not.
Channeled spells are a third category. You press the button and the spell continues as long as you hold it. A Warlock's Drain Soul channels to siphon life from an enemy. A Priest might cast a heal that channels over time. If you move or are interrupted, the channel ends and only the partial effect applies.
Cooldowns are the waiting periods between uses of a spell. Almost every combat ability has one. You cast Fireball and then wait a brief moment before your next Fireball cast (or another spell). This delay is the Global Cooldown, or GCD. It's the same for nearly all damaging spells and abilities in the game.
Some spells have no cooldown. Instant casts like an off-hand attack proc or a rapid-attack combo might fire repeatedly. But most spells have either the base GCD or a longer cooldown that prevents rapid re-use.
Abilities that don't trigger the GCD are rarer and more powerful or situational. Some instant-cast abilities or pet commands don't lock down your other abilities. This is why certain spell sequences feel fluid and others feel locked.
Cooldown timers are one of the most important things to learn when you're new to a class. You'll see your active cooldowns as icons in your action bars. The timer shows you exactly when each ability is ready. Learning to weave your cooldowns together so you're always using high-impact abilities is the core of building a rotation.
Cast times matter for strategy. In dungeons and raids, interrupting enemy casts is a core defensive task. In PvP, moving to avoid damage while casting is a key skill. In solo play, instant-cast abilities let you move freely.
Resources: Mana, Rage, Energy, and More
Different classes use different resources to cast spells. Mages, Priests, Druids, Paladins, Warlocks, and Shamans use mana. Each spell costs mana to cast. Your mana pool regenerates, and you gain more mana as you get stronger gear and level up.
Warriors and Demon Hunters use Rage. You build Rage by taking or dealing damage, then spend it on powerful abilities. This makes combat feel more reactive. Rogues and Monks use Energy, which regenerates quickly like a fast mana pool. Death Knights use Rune Power, a system where you build power by spending runes and then spend that power on abilities.
Warlocks have Souls and Shards, Hunters have Focus, Evokers have Essence. Each resource system encourages a different playstyle. Mana encourages you to think ahead. Rage encourages you to respond to combat. Energy encourages rapid button presses.
On spell pages, the cost of each spell is listed. You can see at a glance how resource-intensive your rotation is. Some spells are cheap and some are expensive. Learning which spells are efficient and which drain your resources quickly is part of optimization.
Schools of Magic and Dispel Types
Every spell belongs to one of nine schools of magic: Physical, Holy, Fire, Frost, Nature, Shadow, Arcane, Bleed, and Misc. This classification matters for resistances and immunities. Enemies might resist fire spells more than frost spells. Some encounters have mechanics that block certain spell schools.
Related to schools is dispel type, which categorizes what kind of effect a spell applies. A buff might be classified as Magic, which means a Dispel Magic spell can remove it. A debuff might be Poison, which means a healer with Cleanse Poison can remove it. Curse is another dispel type, as is Disease. Some buffs are classified as Enrage, which can only be removed by specific abilities designed to strip Enrage effects.
Understanding what you can dispel and what dispels you matters in dungeons, raids, and PvP. If an enemy has a buff making them stronger, your healer might be able to remove it. If you have a debuff, knowing who can cleanse it tells you who to stand near.
Professions, Pets, Mounts, and Companions
Every profession records its recipes as spells. When you look up Alchemy, Blacksmithing, or any other crafting skill, you're viewing the spells your character learns as you level that profession. Professions are divided into primary professions and secondary skills. Primary professions include the eight classic crafting skills: Alchemy, Blacksmithing, Enchanting, Engineering, Jewelcrafting, Leatherworking, Inscription, and Tailoring. You can learn up to two primary professions per character. Each primary profession has hundreds of recipes ranging from entry-level items for new players to endgame gear for raiders.
Secondary professions like Cooking and Fishing don't count against your profession limit. You can learn as many secondary skills as you want. Cooking makes food that buffs you during combat. Fishing catches materials for other professions and sometimes yields tradeable items directly. Gathering professions like Mining, Herbalism, and Skinning let you harvest materials from the world to feed your crafting professions. These gathering skills are often the first professions players learn because they generate income quickly. On profession spell pages, you can see the cost to craft each recipe, the materials required, and the yields. This helps you plan your crafting route and decide which recipes are worth learning and which you can skip.
Hunters summon and bond with animal companions. Each pet family has its own set of abilities. A wolf has different powers than a cat, and a bird of prey has different strengths than a crane. Our database tracks abilities for over 76 different pet families, giving you many options for playstyle. When you look at a specific pet family's spell list, you're seeing what that pet can learn and master. These abilities range from passive bonuses that enhance your damage to active combat powers you trigger to turn the tide of battle. Pet abilities are a core part of what makes Hunters unique among all WoW classes.
Mounts are spells too. When you learn to ride a horse or summon a flying dragon, that's a spell in your spellbook. Mounts exist across all factions and expansions, letting you see the full breadth of travel options. Some are purchasable from vendors, some are earned from achievements, some drop from bosses, and some come from profession crafting. Mounts are separated by speed category. Epic mounts are faster than rare mounts, and flying mounts move faster than ground mounts. Your character's riding skill also affects mount speed, so upgrading your riding training unlocks faster travel even on older mounts.
Companions are similar but separate from mounts. They're summons that follow you around persistently. Some are purely cosmetic, some grant buffs or passive bonuses, and some can even fight alongside you in World content. Companions includes everything from invisible pets to rare collectible summons. Other special summons exist too, including Covenant powers from different Covenants that grant unique powers when you pledge your allegiance. These are expansion-specific abilities that shape how certain classes and specs play in those expansion zones.
Item Effects, Buffs, and Debuffs
When you equip an item with a special effect, that effect is tracked as a spell. Trinkets, weapons, armor, and jewelry can all grant spells. These range from passive bonuses like increased damage to active abilities you trigger by clicking the item. Some item effects trigger automatically. A trinket might proc a buff periodically. A weapon might trigger a special attack when you land a critical hit. Item-based spells interact with your rotation and survivability. Proc trinkets change how you plan your damage phases. Many classes have class-specific item effects too. Spec-specific legendaries in recent expansions grant unique spells tied to your talents. These can completely change how you play. One legendary might make your signature ability instant cast and free to use. Another might make it hit multiple enemies. The item's spell data tells you exactly what it does.
Buffs are positive effects applied to you or allies. Debuffs are negative effects applied to enemies. Both are spells. When a Priest casts Power Word: Fortitude, that's a buff spell. When a Warlock curses an enemy, that's a debuff spell. Buffs can be applied by players, NPCs, potions, food, and mechanics. An encounter might have a buff that increases all damage during a specific phase. A raid buff from your group's Priest increases everyone's stamina. A self-buff from a potion increases your haste. The spell data tells you how long the buff lasts, how many times it can stack, and whether it can be removed.
Debuffs work similarly. An enemy might apply a debuff that reduces your healing. An encounter might apply a debuff that increases the damage you take. Player debuffs like crowd control are intended to be cleansed or resisted. Environmental debuffs are often intended to be managed with gear or abilities. The interaction between buffs, debuffs, and your class abilities is a big part of advanced gameplay. Some encounters require you to remove debuffs quickly. Other encounters reward you for building stacks of a buff to maximize damage. The spell database lets you plan around these mechanics.
Reading a Spell Page
When you look up an individual spell on our database, you'll find several key pieces of information presented clearly. The spell's name and ID come first, giving you the exact game designation. Below that is a description of what the spell does in plain English. The description is pulled from the game's own data, so it's authoritative and accurate.
Next, you'll see the casting information. How long does it take to cast? Is it instant? Is it channeled? What resource does it cost? The page displays whether the spell uses mana, rage, energy, or another resource type.
Cooldown is listed next. Most spells show a cooldown in seconds or minutes. Some show that they're instant cast with no cooldown, making them flexible tools. A few show specific conditions like "only castable in combat" or "only castable out of combat." Understanding the cooldown structure is essential for planning your rotation and managing your resource pool.
Range is listed if applicable. Melee spells have a range of 5 yards, keeping you close to enemies. Ranged damage spells might be 40 yards or more. Some spells have unlimited range. The range tells you how far away from your target you need to be to cast it.
Target information tells you what the spell can hit. Can it hit enemies? Allies? Can you cast it on yourself? Can it hit area targets or only single targets? This helps you decide when to use a spell and what situations it's designed for.
Dispel type and school of magic are listed, as mentioned earlier. These let you understand how the spell interacts with resistances and cleanses. Understanding these mechanics is especially important in raids and PvP.
The spell's history might be shown as well. Older spells that have been changed across expansions sometimes show multiple versions. This is especially relevant in Classic, where spells have specific ranks. The version information tells you which rank you're looking at and how it compares to other ranks.
Using the Database to Research
The spell database serves several purposes beyond just looking up what a spell does. You can use it to plan talent builds, choose professions, optimize your rotation, and understand game mechanics.
If you're new to a class, browse the class ability pages. Read through the spells and get familiar with what each one does. Many abilities don't require much explanation, but understanding what utility abilities do is crucial.
If you're building a new character, look at the professions page to decide which crafting skills to learn. Consider what you want to make and what materials you'll need to gather. Some professions support each other. Tailoring needs materials from other professions. Enchanting feeds on materials dropped by other gatherers.
If you're leveling a profession, the spell page shows you the progression path. You can see which recipes require which materials and which level to learn them. This helps you prioritize grinding the most valuable recipes.
If you're researching an encounter mechanic, search for specific buff or debuff names. The spell page explains what it does, how long it lasts, and how many stacks you can have. This information is crucial for encounter strategy.
If you're comparing gear, look at the item effects. A trinket with a good proc might be better than one with higher base stats. The spell tells you exactly what it does, so you can decide.
Classic Era Spell Ranks vs Modern Scaling
In Classic Era, Wrath, and earlier expansions, spell ranks were everything. Fireball Rank 1 looked the same as Fireball Rank 5, but Rank 5 dealt more damage. You had to actively learn new ranks by visiting trainers. This created a clear progression path. When you leveled up, you knew to go to your trainer to learn the next spell rank.
Trainers were also a social hub. You'd see other players at the trainer, sometimes forming groups in the zone. The trainer was a landmark. Some trainers were guarded by enemies, making the journey an adventure.
Modern versions removed this requirement. You learn a spell once, and it scales automatically. This removes the trainer visits but also the complexity. A returning player doesn't have to hunt for trainers. A new player doesn't have to learn multiple ranks of the same spell.
The tradeoff is that modern versions feel less grounded. You don't visit trainers, so you lose that touchpoint. But you gain simplicity and the ability to focus on other aspects of the game.
For professions, the change is even more dramatic. Classic profession recipes yielded specific amounts. Making a sword gave you one sword. Modern profession recipes scale based on your gear level and specialization, changing yields and quality.
How Spells Differ Between Classes and Specs
Each class plays fundamentally differently because their spells are fundamentally different. A Mage's spells are based on cast time and positioning. You stand still to deal damage. A Warrior's spells are based on building and spending Rage. You react to what's happening in combat. A Rogue's spells are based on rapid button presses and building combo points. You move around constantly to maintain positioning.
Specs within a class can also play very differently. A Fire Mage focuses on instant-cast procs and quick movement. Every few seconds your spell triggers an instant-cast Pyroblast that lets you move without losing damage. A Frost Mage focuses on crowd control and sustained damage. You slow enemies and build stacks of a buff that increases damage. An Arcane Mage focuses on building and spending mana. You burn through your mana quickly on damage, then let it regen before burning it again. All three learn the same base spells like Fireball, but their talents and gear change which spells they prioritize and how they use them.
This diversity is a core part of World of Warcraft's appeal. You can level up and discover that a different spec of your class appeals to you more. You can switch specs to handle different content. Some encounters reward damage that builds over time, while others reward burst damage. Some dungeons need crowd control, others need mobility. The spell database makes it easy to explore all these options and understand what makes each one unique. You can browse through different class pages and see the kinds of abilities each class offers before committing to it.
Finding the Right Spells for Your Goals
Whether you're gearing up for raids, trying to level faster, building a gold farm, or pursuing a specific achievement, the spell database helps you find the right tools.
If you're trying to level quickly, look at which spells grant passive bonuses or instant-cast damage. These let you level with less downtime. If you're running dungeons, look at crowd control and utility spells. Every class has something unique to contribute.
If you're crafting, the profession spell pages let you find the most profitable recipes. Look for recipes that use cheap materials and sell for high prices. Look for recipes that are used by many players like raid preparation items.
If you're chasing cosmetics, look for mount and companion spell pages. These catalog every mount and pet in the game so you can see what you're missing and how to get it.
If you're trying to understand an encounter mechanic, look for the specific buff or debuff name. The spell page explains the mechanic clearly so you can adjust your strategy.
What's the difference between a spell, an ability, and a power?
In World of Warcraft terminology, spell, ability, and power are used somewhat interchangeably by players, but they mean slightly different things in the game data. A spell is any learnable ability recorded in the spell database. An ability is usually a class-specific power, while a spell might be a proc from gear or a buff applied by another player. Power often refers to major active abilities. For the purposes of our database, we track all of these under the spell system because they're all recorded the same way in the game files.
Can I remove a buff I don't want?
Most buffs can be removed by clicking on them in your buff bar. Some buffs are permanent and persist until you log out or zone. Some buffs are applied by NPCs in dungeons and are meant to help you during the encounter. Check the buff's tooltip to see if it can be removed. Debuffs can often be cleansed by healers if they're in the Magic, Curse, or Disease category. Poison, Bleed, and some other debuff types require specific cleanse abilities.
Why do some spells have different ranks?
In Classic Era, Wrath, and earlier expansions, spell ranks let you learn stronger versions of the same ability as you leveled. A Rank 1 spell did less damage than Rank 5. If you're playing Classic Era, you need to visit your trainer to learn new ranks. In other versions, your spells automatically become stronger.
How do I know if a profession will make money?
Look at the profession's spell pages to find recipes. Check how many materials each recipe needs, how much you can sell the finished item for, and whether there's demand for it. Raid prep items, consumables, and gear enhancements typically sell well. Cosmetic items like transmog sets sell less frequently but sometimes for high prices. Consider your server's economy when deciding what to craft.
What does instant cast mean?
Instant cast means the spell takes 0 seconds to cast. You press the button and the effect happens immediately without any channel or cast time. You can move while casting instant spells. Instant-cast abilities are generally more powerful or limited in some other way, like having a cooldown, because they're more flexible than cast-time spells.
Can I learn multiple professions?
Yes. You can learn up to two primary professions like Blacksmithing or Tailoring. You can learn unlimited secondary skills like Cooking and Fishing. Some players have alts specifically designed to cover every profession so they can make any item they want. Others focus on two professions on their main character.
How do I know if a spell school matters?
Spell school matters when you're facing enemies that resist a particular school, or when you're using cooldowns or gear that benefits from one school. Some encounters have mechanics tied to spell schools like "take reduced Fire damage" or "cast Fire spells to break this mechanic." In PvE leveling, you generally don't need to worry about spell school resistance. In Mythic dungeons, raids, and PvP, it becomes more relevant.
Do stats on gear affect my spells?
Yes. Certain stats like Intellect, Haste, and Critical Strike increase spell power. Intelligence increases mana and spell damage. Haste decreases cast time. Critical Strike increases your chance to trigger extra effects. The exact stat benefits depend on your class and spec. Your class page explains which stats matter most.
What's the global cooldown and why does it exist?
The global cooldown is a brief delay between most ability uses. It exists to prevent abilities from being used too quickly and to add a layer of strategy to rotations. Without a cooldown, you'd just press your highest-damage button repeatedly. With a cooldown, you have to make decisions about which ability to use next. Some instant-cast abilities don't trigger the global cooldown, which is why they feel fluid.
Can I change my spell selection?
Most of your spells are permanent once learned. You can't unlearn a class ability. Talents can be changed through a talent reset, which costs currency and sometimes requires visiting a specific NPC. Professions can be dropped and re-learned anytime, but the cost to re-learn can be high. Cosmetic mounts and companions are permanent once learned. Plan your spell and talent choices carefully, especially in Classic where resets cost more.
How do I find rare mounts or companions?
Our database lists every mount and companion available. Use the mounts page and companions page to see the full list. Each spell page shows you how to get that mount or companion. Some are drops from bosses. Some are rewards from achievements. Some come from profession crafting. Some are sold by vendors for currency. The spell page tells you the source.
Are profession spells worth learning if I'm not going to craft?
It depends on your goals. If you never plan to craft, learning a profession is optional. However, professions provide valuable consumables like potions and buff food, or sell for gold. Most players learn at least Cooking to make their own food. Secondary professions like Fishing support other players by providing materials. You don't need professions to progress through content, but they help.
Playing WoW Forever? Forever is Blizzard's Classic-based version and it is still in beta, so this guide does not make claims about how this system will work there. What the beta client actually contains is tracked on the WoW Forever hub, and anything you read about Forever before launch can change. Until it ships, the Classic Era notes in this guide are the closest reference for how a Classic ruleset treats this topic.