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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.
Overall Abilities[]
Trainable Spells[]
Icon | Ability | Min Level | Range | Tree | Description |
---|---|---|---|---|---|
Fireball | Starts with | 35 yards | Fire | Hurls a fiery ball that causes X1 to X2 Fire damage and an additional Y Fire damage over Z sec. | |
Frost Armor | Starts with | 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 minutes. | |
Frostbolt | 4 | 30 yards | Frost | Launches a bolt of frost at the enemy, causing X1 to X2 Frost damage and slowing movement speed by 40% for Y sec. | |
Fire Blast | 6 | 20 yards | Fire | Blasts the enemy for X1 to X2 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 X 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 X1 to X2 Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect. | |
Slow Fall | 12 | Self Only | Arcane | Slows 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 X1 to X2 Arcane damage to all targets within 10 yards. | |
Remove Lesser Curse | 18 | 30 yards | Arcane | Removes 1 Curse from a friendly target. | |
Blink | 20 | Self Only | Arcane | Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds. | |
Fire Ward | 20 | Self Only | Fire | Absorbs X Fire damage. Lasts 30 sec. | |
Evocation | 20 | Self Only | Arcane | While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 sec. | |
Counterspell | 24 | 30 yards | Arcane | Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 10 sec. Generates a high amount of threat. | |
Teleport: Ironforge | 20 | Self Only | Arcane | Teleports the caster to Ironforge. Requires a Rune of Teleportation. | |
Teleport: Orgrimmar | 20 | Self Only | Arcane | Teleports the caster to Orgrimmar. Requires a Rune of Teleportation. | |
Teleport: Stormwind | 20 | Self Only | Arcane | Teleports the caster to Stormwind. Requires a Rune of Teleportation. | |
Teleport: Undercity | 20 | Self Only | Arcane | Teleports the caster to Undercity. 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 X1 to X2 Fire damage. | |
Cone of Cold | 26 | 10 yards | Frost | Targets in a cone in front of the caster take X1 to X2 Frost damage and are slowed by 50% for 8 sec. | |
Teleport: Darnassus | 30 | Self Only | Arcane | Teleports the caster to Darnassus. Requires a Rune of Teleportation. | |
Teleport: Thunder Bluff | 30 | Self Only | Arcane | Teleports the caster to Thunder Bluff. Requires a Rune of Teleportation. | |
Conjure Refreshment | 38 | 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. | |
Portal | 42 | N/A | Arcane | Creates a portal, teleporting group members that use it to <cityX>. Requires a Rune of Portals. | |
Flamestrike | 44 | 40 yards | Fire | Calls down a pillar of fire, burning all enemies within the area for X Fire damage and an additional Z Fire damage over 8 sec. | |
Mana Shield | 46 | self only | Arcane | Absorbs X damage, draining mana instead. Drains 1 mana per damage absorbed. Lasts 60 sec. 10 sec cooldown. | |
Conjure Mana Gem | 48 | N/A | Arcane | Conjures a mana stone that can be used to instantly restore X mana. | |
Blizzard | 52 | 35 yards | Frost | Ice shards pelt the target area doing X Frost damage over 8 sec. | |
Mage Armor | 68 | self only | Arcane | Increases your resistance to all magic by X and causes you to regenerate 3% of your maximum mana every 5 sec. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min. |
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 | Tier | Range | Description |
---|---|---|---|---|
Presence of Mind | 5 | Self Only | When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell. | |
Arcane Power | 7 | Self Only | When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec. |
Fire[]
Icon | Ability | Tier | Range | Description |
---|---|---|---|---|
Pyroblast | 3 | 35 yards | Hurls an immense fiery boulder that causes X to Y Fire damage and an additional Z Fire damage over 12 sec. | |
Blast Wave | 5 | 10 yards | A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for X to Y Fire damage, and dazing them for 6 sec. | |
Combustion | 7 | Self Only | When activated, this spell causes each of your Fire damage spell hits 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. |
Frost[]
Icon | Ability | Tier | Range | Description |
---|---|---|---|---|
Cold Snap | 3 | Self Only | When activated, this spell finishes the cooldown on all of your Frost spells. | |
Ice Block | 5 | Self Only | 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. | |
Ice Barrier | 7 | Self Only |
Instantly shields you, absorbing X damage. Lasts 1 minute. While the shield holds, spells will not be interrupted. |
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 learned through books or given as quest rewards.
Icon | Ability | Min Level | Range | Taught by | Description |
---|---|---|---|---|---|
Arcane Brilliance | 56 | 40 yards | Tome of Arcane Brilliance is dropped by various world monsters. | Infuses the target's party with brilliance, increasing their Intellect by 31 for 1 hour. | |
Polymorph: Pig | 60 | 30 yards | [60] Fragmented Magic from Archmage Xylem in Azshara. | Transforms the enemy into a pig, forcing it to wander around for up to 50 sec. While wandering, the pig 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. | |
Polymorph: Turtle | 60 | 30 yards | [Tome of Polymorph: Turtle] from Gahz'ranka in Zul'Gurub. | Transforms the enemy into a turtle, forcing it to wander around for up to 50 sec. While wandering, the turtle 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. |
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 increases Arcane Blast damage while increasing mana cost, stacking up to 4 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 (15 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.
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