The original game stores 113 spells in v0.123.0: 103 in the nine class pools, 8 racial abilities and 2 that no class pool lists. The table below has every one, with its school, the seconds between casts and the class or race that can use it.

Every spell in the game data

Level-up cards offer spells from your class pool. The starting spell is marked; some talents replace it. Class names open that class’s page with its talent trees.

All 113 spells, v0.123.0 (425f2391) game data
SpellSchoolSeconds between castsClass or race
Cleave Starting spellPhysical1.5Warrior
WhirlwindPhysical4.5Warrior
Thunder ClapPhysical5Warrior
Mortal StrikePhysical3Warrior
ExecutePhysical2.5Warrior
Demoralizing ShoutPhysical10Warrior
Battle ShoutPhysical16Warrior
BloodthirstPhysical4Warrior
RendPhysical3Warrior
Shield SlamPhysical6Warrior
BloodragePhysical7.15Warrior
Consecration Starting spellHoly8Paladin
ExorcismHoly3.5Paladin
Hammer of WrathHoly1.6Paladin
Holy ShockHoly3Paladin
Holy WrathHoly7Paladin
JudgementHoly6Paladin
Hammer of JusticeHoly7Paladin
Holy LightHoly12Paladin
Divine ShieldHoly32Paladin
Holy ShieldHoly14Paladin
RedemptionHoly0.36Paladin
Auto Shot Starting spellPhysical1.1Hunter
Arcane ShotArcane2.5Hunter
Multi-ShotPhysical1.6Hunter
Serpent StingNature2.5Hunter
VolleyArcane8Hunter
Explosive TrapFire6Hunter
Concussive ShotArcane4Hunter
Aimed ShotPhysical4.5Hunter
Immolation TrapFire9Hunter
Frost TrapFrost10Hunter
Hunter’s MarkArcane1.43Hunter
Sinister Strike Starting spellPhysical1Rogue
EvisceratePhysical3Rogue
Blade FlurryPhysical2.5Rogue
RupturePhysical3.5Rogue
Kidney ShotPhysical6Rogue
GougePhysical5Rogue
Ghostly StrikePhysical4Rogue
Adrenaline RushPhysical20Rogue
BackstabPhysical1.8Rogue
Slice and DicePhysical15Rogue
Seal FatePhysical1.79Rogue
Smite Starting spellHoly1.2Priest
Shadow Word: PainShadow1.6Priest
Mind BlastShadow4Priest
Holy NovaHoly4Priest
Power Word: ShieldHoly12Priest
RenewHoly10Priest
Holy FireHoly5Priest
Mind FlayShadow2.5Priest
Psychic ScreamShadow12Priest
Devouring PlagueShadow6Priest
LightwellHoly14.3Priest
Lightning Bolt Starting spellNature1.4Shaman
Chain LightningNature2.4Shaman
Earth ShockNature3Shaman
Flame ShockFire3Shaman
Frost ShockFrost3.5Shaman
Lightning ShieldNature15Shaman
Magma TotemFire12Shaman
Searing TotemFire10Shaman
Fire NovaFire5Shaman
Healing WaveNature12Shaman
Call of FlameFire1.07Shaman
Fireball Starting spellFire1.3Mage
FrostboltFrost1.5Mage
Arcane MissilesArcane1.8Mage
Frost NovaFrost7Mage
Arcane ExplosionArcane2.5Mage
BlizzardFrost8Mage
FlamestrikeFire7Mage
Fire BlastFire3Mage
Cone of ColdFrost4Mage
Blast WaveFire8Mage
PyroblastFire7Mage
Ice BarrierFrost15Mage
PolymorphArcane2.143Mage
Shadow Bolt Starting spellShadow1.4Warlock
CorruptionShadow1.4Warlock
ImmolateFire2.5Warlock
Curse of AgonyShadow3Warlock
Rain of FireFire8Warlock
HellfireFire1.5Warlock
Death CoilShadow6Warlock
Searing PainFire1.6Warlock
Drain LifeShadow4Warlock
FearShadow6Warlock
SoulfireFire4.29Warlock
Demonic EmpowermentShadow16Warlock
Wrath Starting spellNature1.2Druid
MoonfireArcane1.8Druid
StarfireArcane4.5Druid
HurricaneNature9Druid
Insect SwarmNature2.5Druid
Entangling RootsNature5Druid
RejuvenationNature8Druid
RegrowthNature14Druid
ThornsNature20Druid
SwipePhysical3Druid
ShredPhysical2Druid
Faerie FireNature1Druid
PerceptionHoly30Human Racial
Blood FuryPhysical40Orc Racial
StoneformPhysical45Dwarf Racial
ShadowmeldShadow75Night Elf Racial
Will of the ForsakenShadow60Undead Racial
War StompPhysical15Tauren Racial
Escape ArtistArcane20Gnome Racial
BerserkingPhysical35Troll Racial
PenanceHoly2.2No class pool
Arcane PowerArcane30No class pool

Spells by school

Physical is the most common school in the current data. Counts include racial abilities: Physical 31, Holy 19, Fire 17, Nature 14, Shadow 14, Arcane 11 and Frost 7.

Starting spells

Each class starts a run with one spell from its pool, unless an equipped talent replaces it:

What the seconds column means

The number is the time between casts that the game stores for each spell. It matches the “every N sec” text of all eight racial abilities. For proc-style class spells such as Polymorph, Redemption and Hunter’s Mark the meaning of this number is not confirmed, so treat it as a raw interval. Talents, equipment and spell upgrades change cooldowns during a run; the table shows base records only. Damage, range and radius are not listed because those fields change meaning between spell kinds.

Where to go next

Read how spell slots and upgrade cards work in the spell upgrades guide, compare the nine classes, or choose a race with the race guide.

Questions

How many spells are in Azeroth Survivors?

113 in the v0.123.0 game data: 103 class spells and 8 racial abilities, plus 2 (Penance, Arcane Power) that no class pool lists.

Which class has the most spells?

Mage, with 13 spells in its pool. Every other class has fewer.

Which class spell casts most often?

Redemption (Paladin), with 0.36 seconds between casts in the base record. Talents and upgrades change this during a run.

Sources & scope

Spell, class and race records were read from the original game’s v0.123.0 (425f2391) WebAssembly build on 2026-10-28. A spell’s classes are the class pools that list it; racial abilities come from the race records. The seconds column is the stored time between casts before talents, equipment and upgrades. We have not measured damage or cooldowns in play.