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This article contains lore taken from Warcraft II: Tides of Darkness, Warcraft II: Beyond the Dark Portal, the manuals, and official bonus maps.
Main article: Warcraft II manual

Paladin Spells[]

Holy Vision
Holy Vision

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

Healing
Healing

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

Exorcism
Exorcism

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

Ogre-Mage Spells[]

Eye of Kilrogg
Eye of Kilrogg
The Ogre-Mage creates a free-floating apparition in the form of a disembodied Eye that he can then direct through the air to look down upon enemy forces and encampments. Named for the great leader of the Bleeding Hollow clan, this ever vigilant Eye transmits its view to the caster, giving him the knowledge of both the lands it wanders and those creatures who live there. The Eye will vanish after a time, leaving the Ogre-Mage with the knowledge of the terrain.
Bloodlust Retail Icon
Bloodlust Beta Icon
Bloodlust
This enchantment is used to instill an insatiable lust for blood into a fellow warriors, causing him to enter into a savage, berserk rage. A fighter who feels this Bloodlust deals more damage to his opponents than normally could be done. Although this spell bestows no permanent effects upon one so enchanted, it has been known to push an already bloodthirsty Orc over the edge...
Runes
Runes
The casting of ancient and powerful Runes enables the Ogre-Mage to lay an abstruse trap for those hapless enough to enter into it. When these Runes explode, they cause massive damage to anyone standing over them as well as all those in adjacent areas. Those who are diligent and watchful will catch a glimpse of the Rune as they approach it. The chaotic forces that make up this enchantment can not discern between ally or enemy and will kill a friend as surely as a foe. Heed these warnings well, as even staying near these Runes can be hazardous - for when the dwoemer dissolves, they explode as if their magiks had been triggered.

Mage Spells[]

Lightning
Lightning

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

Fireball
Fireball

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

Flame Shield
Flame Shield

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

Slow
Slow

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

Invisibility
Invisibility

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

Polymorph
Polymorph

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

Blizzard
Blizzard

Summoning torrential storms from the frozen Mountains of Northeron, this potent spell calls down a fierce tempest of ice to assault the enemies of the Mage with a flurry of cold blades. Blizzard can be cast over large portions of the battlefield, making it an extremely powerful spell when facing legions of Orcish troops.

Death Knight Spells[]

Touch of Darkness
Touch of Darkness

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

Death Coil
Death Coil

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

Haste
Haste

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

Unholy Armor
Unholy Armor

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

Whirlwind
Whirlwind

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

Raise the Dead
Raise Dead

This dark magik is the final legacy of the Orc Necrolytes who were destroyed shortly after the First War. The Death Knight can animate corpses of the newly dead and then command these monstrosities to attack their enemies. This terrifying spell is the paramount power of the Death Knights as it serves to augment the Horde forces with vast armies of the Undead.

Death & Decay
Death & Decay

The aphotic, swirling clouds conjured by the Death Knights can cause anything within their path to rot and decompose. The vapor created by Decay can consume everything - flesh, bone, wood or even the strongest metal. Heavily laden within base substances, these clouds descend and quickly defuse, leaving only suffering in their wake.

Unused or Unknown Spells / Abilities[]

Unholy Vision
Unholy Vision

Precursor to the Eye of Killrog

Burn?
Burn?

Possibly a spell that preceded Exorcism.

Search for Oil
Search for Oil

In the Beta Version of WarCraft 2, Tankers actually had to search for Oil by use of sonar.

Search for Oil
Summon Scorpions (Human)

Early Alpha Wizard spell carried over from WarCraft 1: Orcs and Humans.
Removed and replaced by the current Mage build.

Search for Oil
Summon Water Elemental (Human)

Early Alpha Wizard spell carried over from WarCraft 1: Orcs and Humans.
Removed and replaced by the current Mage build.

Search for Oil
Summon Spiders (Orc)

Early Alpha Warlock spell carried over from WarCraft 1: Orcs and Humans.
Removed and replaced by the current Death Knight build.

Search for Oil
Summon Daemon (Orc)

Early Alpha Warlock spell carried over from WarCraft 1: Orcs and Humans.
Removed and replaced by the current Death Knight build.

See also[]

Units & Structures
Other
General Information
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