Breath Abilities.
A dragon's iconic spell. They affect, in a frontal cone, everything they come in contact with.
Frost Breath - An iconic ability of blue dragons. How does it work? In-game, look is either that of an azure vapor, a frostbolt or sapphire flames - all having pretty much the same effect: inflict frost damage and reduce movement or attack speed. Type of harm: entombs in ice, freezes body temperature and may exhaust strenght, lowers agility, slows reflexes, causes certain body parts (those hit) to be frozen or become insensible, body becomes heavier and energies are depleted. Increases rates of reaction.
Freeze or Frost bombs. Eventually, frost breath spells may also freeze and encase the enemy in a tomb of ice. When they do so, they usually don't come out in the shape of a cone, but rather in the form of a frost bomb (a concentrated orb of ice or a frostbolt). Some blue dragons can use bombs of ice, releasing huge explosions of frost magic.
Arcane Breath - Much like the above, Arcane Breath is an ability conjured from within the dragons' mouth. Once released, it makes impact with sheer arcane might, usually striking in the semblance of arcane flames (violet shade). The Arcane Breath spell is somewhat unstable: it hits for a high amount of arcane damage and also leaves a debuff (Uncontrollable Energy of Cyanigosa) that damages over time the enemy. In some occasion, it may even burst into an explosion of arcane energy (Arcane Breath of Malygos). Such a debuff is indicative of arcane radiations still lingering on the targetted area, which are overcharged with magic. How the spell feels is not clear. However, the radiations are likely bond to damage everything they twisted, making this spell akin to fire as it leaves unstable energies of pure arcane that can melt skin, plate and even solid rock unless quickly subdued. Arcane breath can be concentrated in the form of an arcane surge (see below).
Breath: Revitalize. Arcane breath(s) can also grant benefits to what they touch, such as restoring mana and increasing spell haste. Such magic likely allows the allies to regain strenght as they are fatigued by the battle. It looks like a breeze, or a sapphire cloud.
Physical Attacks
Tail Sweep - Dragons' tail culminate with an huge caudal bat, usually made of bones or an other tough material. The caudal mace is a powerful offensive weapon: the tendons of the tail aren’t much elastic, transmitting to the tail a great strength to be used as a powerful mace. In other words: it is unwise to stand behind a dragon!
Wing Buffet. Flapping wings to summon waves in the wind, likely disorienting or slowing down the enemies
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Cleave - Claws of a dragon may take more than a single target, damaging all nearby enemies in a single hit.
Defensive Abilities:
Phase Shift - Eregos uses the ability [Phase Shift], becomming immune to magic damages.
Tooltip says: "Shifts the caster to the astral plane for 18 sec. While shifted the caster is immune to magic damage but cannot move or attack." However in Warcraft there is no other mention to anything such as the Astral Plane and the RPG denies it. So, what does this spell do? A similar variant of this spell is also used by Nexus Watcher(s) with the name of [ Intangible Presence] - reduce damage taken. During Warlords of Draenor, a similar spell had been used by mages. It was called [Evanescence]: the caster fades into the nether, avoiding all attacks and still being able to cast and release spells.
So the Phase Shift basically makes the caster fade from this plane of existance, to some extent - not entirely. Doing so, allows him to connect with an arcane domain yet, while he is in this phase, he cannot move or attack physically. This spell likely costs an high amount of mana and used often should fatigue the caster.
When Eregos casted this spell, he also summoned Planar Anomalies - magical spark entities. We'll get to their nature later on.
Spell Reflect aura - An other defensive ability - The dragons that use it have claws that hue with blue magic. Spells that were casted against them are bond to be reflected. This magical ability lasted for a limited amount of time. This ability is used only by old wyrms, such as Azuregos or Arcanagos. To be able to reflect the spells by enchanting or transmuting one's scales, must be a very difficult process.
Blink and Teleportation. Blue dragons can blink and teleport, much like other races. They can also use this spell in an offensive way, to disrupt the distrubution of the battlefield: both Azuregos and Cyanigosa cast mass teleportation on their targets, bringing them close to their claws and their storm abilities.
Shield of the Blue - Used by drakes in the Sunwell encounter and, later on, by dragonspawn (which indicates the spell is not hard to accomplish), the ability consists in a magical barrier which wards off all damage taken - or just significantly reduces damage done. It is extremely effective, being able to repel Kil'Jaeden's Darkness of a Thousand Souls! On the other hand, this barrier cost an high amount of energy and may leave a dragon drained.
Malygos' abilities on occasion would cause Power Overload, which was an anti-magic zone.
Exploit Magic Abilities
When they fight their enemies, blue dragons often exploit spellcasters' mana resources (or abilities) and turn it against them! Here, we see blue dragons' exploiting their control over the arcane to turn mana against their wielders. There are many abilities the dragons use to exploit their antagonists' magic. A standard mana drain used by whelps, a "mana destruction" (or mana detonate) ability, which basically destroys the enemy's mana and damages him aswell in the process. Alternatively they also use an arcane malediction.
In all cases, they exploit their enemies' mana (or magic) reserves, making so that their abilities backfire against them (i.e. Unchained Magic). They can also empower the abilities of their allies either through arcane breath (see Arcane Breath section) or by empowering their allies with arcane might (spellweaving).
Mana Destruction - Detonate mana debuff. Much like burning a target's magical resources, the blue dragons may detonate a target's mana. The mana is turned against the owner, who suffers arcane damage over time! Furthermore, the caster is also bound to feel exhausted as his/her mana is being depleted. This ability is used only by Cyanigosa, an ancient dragon.
At first glance, it may have similarities with the sin'dorei's attempt to vampirize on magic, yet such is not true. For example, the mana is burned - not drained - and it is therefore lost (the blue dragon is not energized by it).
Manastorm - Used by Azuregos, it deals frost damages and, for every damage inflicted, also removes mana points! Basically, a storm of enchanted ice which does not only deal damage, but every spike of also drains a part of the target's mana (magical energy). Surely such a spell requires a powerful wyrm to cast it.
Unchained Magic - used by Sindragosa. Tooltip says: "Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 5 sec. Multiple spellcasts by the afflicted target will intensify the backlash. Instant cast." It causes Instability: " Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2,000 Arcane damage to the caster per spell cast, 5 seconds after spellcasting ends. Instant cast. Stacks 99 times." Sindragosa marks the target with a spell (an "arcane malediction") who becomes unstable. The target is still capable of releasing spells yet doing so triggers the malediction: every spell which is released unleashes a backlash of unstable energy. What does it do? From the sound of it, it must feel like: you feel unstable energies coursing through you. Everytime you cast a spell, energy is evoked in excess, in a way you cannot control. Such energies backfire against the caster, damaging him everytime he tries to attack.
How does it work?
Perhaps it is a spell that affects the way a caster connects him/herself to the magical realm around him/her. For example,as you evoke energies from the ley-lines, you cannot stop and you are forced to summon a bigger amount of power, much bigger than the one required to release your spell. Hence, the spells you release are unchained, as they release an excess of magic that backfires against you! Indeed an excess of magic that backfires against the target.
Alternatively, a more simple mechanism is that it acts like an arcane mark (a malediction) which releases arcane radiations everytime a spell is released, hitting the carrier of the mark. Much like the arcane breath, it could leave similar radiations.
Very potent - used so far by a powerful wyrm such as Sindragosa.
Wild Magic. Used by Kalecgos. This spell imparts either a buff or a debuff on player, hence the name "wild". It is an interesting variation of a dragon exploiting an unstable form of magic, as the effect is random and may backfire even against the dragon. It could be seen as some type of aura that affects all magical abilities in the same way, yet the result is unpredictable: it may either make their cast take longer, or take less time (etc, etc), or become empowered or weakened (etc, etc). Can be used by a young dragon.
Mana Drain ability. Used by whelps in Mazthoril, hence very standard as a spell. Drains mana, much like the warlock spell.
Spellweaving. Used by the Aspect Kalecgos the Spell-weaver in the Madness of Deathwing encounter; this spell empowers the allies of the dragon with arcane energy, which is later released through spells (no matter what spell is used) against the enemy. There is a chance to blast the enemy target, dealing additional arcane damages, as any spells are released (triggers an arcane explosion). This spell was used by an Aspect, hence it is likely top-school.
Aura of the Blue Dragon. Blue dragons' attunement to magic allows them to have a friendly aura, one that may replenish mana of their allies over time or increase the effectiveness of magical abilities. Such a spell was casted by Tarecgosa and also by Kalecgos during the Madness of Deathwing.
Arcane Abilities.
Like all wielders of the arcane, blue dragons can do pretty much what mages can do. Yet, we have seen before, they also have peculiar and somewhat iconic abilities such as the tremendous arcane surge.
Arcane Surge. The dragons take a deep breath (or evoke much energy) before channeling a powerful surge of arcane might. It looks like a costant thunder of arcane which is focused against the enemy - a beam concentrated in the same direction. This spell is lethal and grows with power as the dragon does: for example, the Scalesworn Elite spell inflicted about 25k per sec every second, as it was channeled. Malygos' attack inflicted also AoE damage in a short area. Even the Scalesworn spell could kill a geared player in a single channel with about 60k arcane damage inflicted.
Encapsulate: an Arcane Prison. Casted by Madrigosa against Brutallus, she summoned a beam which, as it touched Brutallus, turned into an magical sphere (prison) which, on occasion, would release an arcane explosion, injuring the one trapped inside. Brutallus had no way to escape it. Later on, Felmyst uses the spell on players. Used by an aged agent of Malygos, so likely requires some ability.
Static Field - Malygos the Spell-weaver released this spell in the same location, summoning a cloud of unstable arcane energies which tear apart the air and everyone standing inside it. Likely, this spell is akin to an arcane lightning or fire in its nature (yet doesn't fill the body as electricity does) and rips body tissues apart, melting them in its power. Used by Malygos, hence a pretty powerful ability.
Mystic Buffet and Arcane Buffet - Used by Sindragosa and Kalec, these abilities consist in an arcane explosion that deal an increased amount of damage as they hit the same target (stack, increase damage taken by 10% per hit). They have a wide range and can be casted often - even by a young but talented dragon such as Kalec.
Amplify Magic. Used by Scryers, increase the effectiveness of arcane abilities by 100%. The spell is self-explanatory: all abilities against the target, who is marked by a spell, are amplified (i.e. both in damage and healing).
Planar Anomalies. When Eregos shifts to the astral plane, he summons planar anomalies. These beings are much akin to the arcane sparks - likely a type of arcane elemental creature.They float around the area, periodically emitting bursts of dangerous energy. Planar Anomalies are said to "distort time around them", evoking what looks like an arcane explosion that deals an impressive amount of damage to nearby drakes. Rather powerful, used only by Eregos so-far.
Comming "soon":
Crystal Magic. Crystal magic. More to come.
Conclusions from NPCs and bosses battles.