Mage abilitiesedit

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Classes: Death knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
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Mage abilities come in three schools of magic: Arcane, Fire, and Frost, which are usually affected by their tree's respective talents. Mage spells are also usually delineated by their purpose: direct damage, area of effect damage, and utility. Mages are also the only class with the ability to teleport themselves or their group members to the variety of the capital cities.

The spells themselves can be classified quite easily by the school they are in. Most Fire spells will have the purpose of heavily damaging an opponent, while the majority of Frost spells are weaker, but usually with an inherent snare built in, which allows them a greater modicum of control. Arcane consists of many of the utility spells, while also supporting either of the other trees through the usage of talent trained abilities.


Contents

Trainable Spells

Icon Ability Min Level Range Tree Description
Fireball 1 35 yards Fire Hurls a fiery ball that causes X Fire damage and an additional Y Fire damage over Z sec.
Frost Armor 1 self only Frost Increases Armor by X. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Arcane Intellect 2 30 yards Arcane Increases the target's Intellect by X for 30 min.
Conjure Water 4 N/A Arcane Conjures X bottles of water, providing the mage and allies with something to drink.

Conjured items disappear if logged out for more than 15 minutes.

Frostbolt 4 30 yards Frost Launches a bolt of frost at the enemy, causing X to Y Frost damage and slowing movement speed by 40% for Z sec.
Conjure Food 6 N/A Arcane Conjures X loaves of bread, providing the mage and allies with something to eat.

Conjured items disappear if logged out for more than 15 minutes.

Fire Blast 6 20 yards Fire Blasts the enemy for X Fire damage.
Arcane Missiles 8 30 yards Arcane Launches Arcane Missiles at the enemy, causing X Arcane damage each second for Y sec.
Polymorph 8 30 yards Arcane Transforms the enemy into a sheep, forcing it to wander around for up to 50 sec. While wandering, the sheep cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
Frost Nova 10 10 yards Frost Blasts enemies near the caster for X Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.
Dampen Magic 12 30 yards Arcane Dampens magic used against the targeted party member, decreasing damage taken from spells by up to X and healing spells by up to Y. Lasts 10 min.
Slow Fall 12 30 yards Arcane Slows friendly party or raid target's falling speed for 30 sec. Requires a Light Feather.
Arcane Explosion 14 10 yards Arcane Causes an explosion of arcane magic around the caster, causing X Arcane damage to all targets within 10 yards.
Flamestrike 16 30 yards Fire Calls down a pillar of fire, burning all enemies within the area for X to Y Fire damage and an additional Z Fire damage over 8 sec.
Amplify Magic 18 30 yards Arcane Amplifies magic used against the targeted party member, increasing damage taken from spells by up to X and healing spells by up to Y. Lasts 10 min.
Remove Curse 18 40 yards Arcane Removes 1 Curse from a friendly target.
Blink 20 N/A Arcane Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
Blizzard 20 30 yards Frost Ice shards pelt the target area doing X Frost damage over 8 sec.
Evocation 20 self only Arcane While channeling this spell, you gain 60% of your total mana over 8 sec.
Fire Ward 20 self only Fire Absorbs X Fire damage. Lasts 30 sec.
Mana Shield 20 self only Arcane Absorbs X damage, draining mana instead. Drains 2 mana per damage absorbed. Lasts 60 sec.
Teleport 20 self only Arcane Teleports the caster to <cityX>. Requires a Rune of Teleportation.
Frost Ward 22 self only Frost Absorbs X Frost damage. Lasts 30 sec.
Scorch 22 30 yards Fire Scorch the enemy for X Fire damage.
Counterspell 24 30 yards Arcane Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 8 sec. Generates a high amount of threat.
Cone of Cold 26 10 yards Frost Targets in a cone in front of the caster take X Frost damage and are slowed by 50% for 8 sec.
Conjure Mana Gem 28 N/A Arcane Conjures a mana stone that can be used to instantly restore X mana.
Ice Armor 30 self only Frost Increases Armor by X and frost resistance by Y. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Ice Block 30 self only Frost You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells. Also causes Hypothermia, preventing you from recasting Ice Block for 30 sec.
Mage Armor 34 self only Arcane Increases your resistance to all magic by X and allows 50% of your mana regeneration to continue while casting. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Portal 35 N/A Arcane Creates a portal, teleporting group members that use it to <cityX>. Requires a Rune of Portals.
Arcane Brilliance 56 40 yards Arcane Infuses the target's party with brilliance, increasing their Intellect by X for 60 min. Requires an Arcane Powder.
Molten Armor 62 self only Fire Causes 170 Fire damage when hit, increases your chance to critically hit with spells by 35% of your spirit, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Arcane Blast 64 30 yards Arcane Blasts the target with energy, dealing X Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 15% and mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 6 sec or until any Arcane damage spell except Arcane Blast is cast.
Ice Lance 66 30 yards Frost Deals 161 to 187 Frost damage to an enemy target. Causes triple damage against Frozen targets.
Invisibility 68 self only Arcane Fades the caster to invisibility over 3 sec, reducing threat each second. The effect is cancelled if you perform any actions. While invisible, you can only see other invisible targets and those who can see invisible. Lasts 20 sec.
Ritual of Refreshment 70 N/A Arcane Begins a ritual that creates a refreshment table. Raid members can click the table to acquire [Conjured Mana Biscuit]s. The table lasts for 3 min or 50 charges. Requires the caster and 2 additional party members to complete the ritual. In order to participate, all players must right click the refreshment portal and not move until the ritual is complete. Requires two arcane powders.
Spellsteal 70 30 yards Arcane Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Conjure Refreshment 75 N/A Arcane Conjures 20 Mana Pies providing the mage and <his/her> allies with something to eat. Conjured items disappear if logged out for more than 15 minutes.
Frostfire Bolt 75 40 yards Fire Launches a bolt of frostfire at the enemy, causing X to Y Fire damage, slowing movement speed by 40% and causing an additional Z Fire damage over 9 sec. If the target is more vulnerable to Frost damage, this spell will cause Frost instead of Fire damage.
Mirror Image 80 N/A Arcane Creates 3 copies of the caster nearby, which cast spells and attack the mage's enemies. Lasts 30 sec.

Talent Spells

Talent spells are spells or abilities that are acquired from spending talent points in a certain tree. For example Pyroblast is from the Fire tree while Ice Barrier is from the Frost tree. higher ranks of some talent spells can be bought from the trainer while others only have one rank.

Arcane

Icon Ability Min Points Range Description
Focus Magic 11 30yd Increases the target's chance to critically hit with all spells by 3%. When the target critically hits the caster's chance to critically hit with spells increases by 3% for 10 sec. Cannot be cast on self.
Presence of Mind 21 self only When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Arcane Power 31
Arcane Instability 3
self only When activated, your spells deal 20% more damage while costing 20% more mana to cast. This effect lasts 15 sec.
Slow 41 30 yards Reduces target's movement speed by 60%, increases the time between ranged attacks by 60% and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time.
Arcane Barrage 51 30 yards Launches several missiles at the enemy target, causing X to Y Arcane damage.

Fire

Icon Ability Min Points Range Description
Pyroblast 11 35 yards Hurls an immense fiery boulder that causes X Fire damage and an additional Y Fire damage over 12 sec.
Blast Wave 21
Pyroblast 1
10 yards A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for X Fire damage, knocking them back and Dazing them for 6 sec.
Combustion 31
Critical Mass 3
self only When activated, this spell causes each Fire damage spell you cast to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Dragon's Breath 41
Combustion 1
10 yards Targets in a cone in front of the caster take X Fire damage and are disoriented for 5 sec. Any direct damaging attack will revive targets. Turns off your attack when used.
Living Bomb 51 35 yards The target becomes a Living Bomb, taking X Fire damage over 12 sec. After 12 sec or when the spell is dispelled, the target explodes dealing Y Fire damage to all enemies within 10 yards.

Frost

Icon Ability Min Points Range Description
Icy Veins 11 self only Hastens your spellcasting, increasing spell casting speed by 20% and gives you 100% chance to avoid interruption caused by damage while casting. Lasts 20 sec.
Cold Snap 21 self only When activated, this spell finishes the cooldown on all of your Frost spells.
Ice Barrier 31
Cold Snap 1
self only Instantly shields you, absorbing X damage. Lasts 60 sec. While the shield holds, spells will not be interrupted.
Summon Water Elemental 41 N/A Summon a Water Elemental to fight for the caster for 45 sec.
Deep Freeze 51 30 yards Stuns the target for 5 sec. Only usable on Frozen targets. Deals X to Y damage to targets permanently immune to stuns.

Extra Spells

These spells are alternate versions of trainable spells, meaning they don't affect functionality, but they merely possess a different icon or other cosmetic change. They are taught books or given as quest rewards.

Icon Ability Min Level Range Taught by
Polymorph: Pig 60 30 yards Neutral Mage [60] Fragmented Magic from Archmage Xylem in Azshara.
Polymorph: Rabbit 60 30 yards [Tome of Polymorph: Rabbit] from the Noblegarden event.
Polymorph: Turtle 60 30 yards [Tome of Polymorph: Turtle] from Combat Gahz'ranka in Zul'Gurub.
Polymorph: Black Cat 60 30 yards [Tome of Polymorph: Black Cat] for 2500g from Neutral Endora Moorehead in Dalaran at neutral Kirin Tor reputation.
Dalaran Intellect 80 Self only [Tome of Dalaran Intellect] from Neutral Endora Moorehead found in the Sisters Sorcerous of Dalaran.
Dalaran Brilliance 80 40 yards [Tome of Dalaran Brilliance] sold by Neutral Endora Moorehead found in the Sisters Sorcerous of Dalaran.


Spells by Function

Damage spells

Single-target Damage

Frostbolt for ice-based single target damage (and a snare); Fire Blast for instant fire damage (and brief cooldown); Fireball for a big whopper of fire damage. Scorch is another fire-based spell which has a short casting time and does good damage. Arcane Missiles are channeled over 5 seconds, with one wave of arcane damage fired each second and can be made uninterrupted by normal damage with talents. Arcane Blast, made available in the BC expansion, adds a buff to the caster that decreases Arcane Blast cast time while increasing mana cost, stacking up to 3 times.

With talents, Pyroblast can be acquired. It is basically a slow-casting, huge Fireball with a large DoT component.

Area of effect damage

This category of spells includes your first AoE spell: Arcane Explosion, an instant cast arcane point blank area of effect; Blizzard, a channeled ground target area of effect cold spell; and Flamestrike, a fire-based ground target area of effect spell.

Blast Wave (another talent spell) is an instant cast, point blank area of effect fire spell which dazes the enemy. It has a moderate cooldown (45 seconds).

Defensive spells

Snares and roots

Frostbolt snares the enemy, and Frost Nova is a point blank area of effect root which also inflicts a small amount of damage.

Frost Armor (and later, Ice Armor) gives the Mage both an armor buff and a reactive debuff to enemies that hit the Mage in melee, along with a small resistance to ice magic. Attackers are snared and slowed.

Mages who go 41 points in to the Arcane tree can get Slow, which snares 60% and also reduces casting speed and reduces ranged attack speed by 60%.

Crowd control

Polymorph allows the Mage to turn a Humanoid, Beast or Critter into a sheep, pig, turtle, penguin or black cat (depending on the spell and glyph used) for a certain amount of time.


Damage absorption

Mana Shield allows the Mage to absorb physical and magical damage taken at the cost of mana, at a 2:1 rate (50 damage = 100 mana). A talent can reduce the mana usage.

Fire Ward absorbs fire damage; Frost Ward absorbs cold damage.

With talents, Ice Barrier can be acquired. It's an instant cast shield that protects you from all damage types up to a limit or 1 minute, whichever comes first. It has a short cooldown (30 seconds).

Mage Armor increases resistances to all schools of magic while also allowing mana regeneration during the Five second rule.

Utility spells

Slow Fall - a "defensive" spell of sorts - protects against falling damage, requires a Light Feather to use.

Intellect buffs

A very good buff for the Mage (and any class that uses mana) is intellect. Mages have two flavors of these: Arcane Intellect and the group version, Arcane Brilliance.

Conjuration

Conjure Mana Gem gives you a stone that acts as a free mana potion on a separate cooldown from your other potions. These stones can not be shared. Food and Water of varying levels can also be conjured for restoring health and mana, and is an important preparation for reducing downtime for a solo mage or an entire raid.

Evocation

The fastest way to regenerate your mana, Evocation can refill the majority of your mana bar over the course of its 8 second cast. Be sure not to be at risk of getting hit, since this is a channeled effect.

Teleport Spells

Self

This includes the Teleport: <Capital City> spells as well as Blink.

Portals

Creates a portal that can be clicked to instantly move your group to a friendly city.