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For the manga, see World of Warcraft: Mage.
Students gifted with a keen intellect and unwavering discipline may walk the path of the Mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.
Mage crest.png

The mage is a DPS caster that specializes in burst damage and area of effect spells. Their primary role in a group is damage dealing and crowd control through the use of [Polymorph]. At end-game levels, mage damage is supplemented with spells like Counterspell and Spellsteal. Mage utility spells also include conjuring food and drink and the ability to teleport to major cities and open portals for party members. In PvP, magi deal ranged damage while using snare effects and Polymorph to control enemy players.


Magi, the most common of arcanists, are found all over Azeroth. They focus on magic that creates and changes things, most often with the purpose of damaging their enemies and boosting the power of their allies.[1] Such beings can obtain a familiar, which is a normal animal that gains new powers and becomes a magical beast when summoned to service by a mage,[1] while others choose to become a focused mage.[2] Magi also understand the workings of arcane energy so well they can counter most magic with great effectiveness. Those who have dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point they choose either evocation or transmutation as a preferred school. The magi of the Kirin Tor first mastered the art of casting spells using the elements of ice and fire. Magi are also known for being able to summon elementals, usually water elementals, but can also summon air, earth, and fire elementals.[3] The greatest mortal mage ever to have lived is the naga, Queen Azshara. In fact, she may no longer be mortal.[4]

The first known magi on Azeroth were elves. They existed before the breaking of the Well of Eternity and the Exile of the High Elves, who lived on the shores of the Well of Eternity and wielded its tremendous magic powers.


An elderly mage from the Warcraft II: Tides of Darkness manual.

Early kaldorei civilization was defined by direct manipulation of magic drawn from the Well of Eternity to create and sustain their society. The constant use of the Well attracted the attention of Sargeras and the Burning Legion; their coming resulted in a massive war known as the War of the Ancients. The war had grave consequences, for even though the combined might of Azeroth's mortal races were victorious, the continent of Kalimdor was shattered and a swirling, raging miasma of sea storms flowed into the vacant area where the Well of Eternity used to reside. This Great Sundering caused the Well's waters to dissipate into the atmosphere and spread magic all over the world.

This event convinced the majority of night elves to reject arcane magic and embrace Malfurion Stormrage's call for druidism. Many of the Highborne refused this lifestyle and were exiled to Lordaeron, where they eventually founded their kingdom of Quel'Thalas and became the high elves. When their kingdom came under siege by the trolls of Zul'Aman, the high elves agreed to teach one hundred humans the art of magic in exchange for military aid from Arathor. From these two races, the arcane arts have spread to various races all over Azeroth.


Although masters of their art, the Conjurers of Azeroth who fell during the First War were unprepared for the rigors of warfare. A new breed of magi, once students of the Conjurers, were determined to avoid a similar fate. This new order was forced to discover untapped magical forces to command in their war against the ruthless orcs, dedicating themselves to the command of more aggressive and destructive magic. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the Kirin Tor are resolute in their efforts to defend the people.[5]

The most powerful magi of the Eastern Kingdoms were perhaps the Archmagi of Dalaran. The city was transported to Northrend when the magi believed they were in danger from the Lich King and further moved to the Broken Isles to assist in thwarting the Burning Legion's most recent invasion. The Kirin Tor are quick to recognize fellow magi as allies, but outsiders must prove themselves.

Notable magi


Main article: Mage races

The mage class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health Mana
Alliance DraeneiDraenei Draenei World of Warcraft: The Burning Crusade 21 17 20 23 24 34 52 165
Alliance DwarfDwarf Dwarf World of Warcraft: Cataclysm 22 16 23 22 21 33 62 150
Alliance GnomeGnome Gnome 15 22 20 27 22 44 52 225
Alliance HumanHuman Human 20 20 20 23 22 40 52 165
Alliance Night elfNight elf Night elf World of Warcraft: Cataclysm 17 25 19 23 22 ? ? ?
Both 15.png PandarenPandaren Pandaren World of Warcraft: Mists of Pandaria 20 18 21 22 24 37 ?? 40
Alliance WorgenWorgen Worgen World of Warcraft: Cataclysm 23 22 20 19 21 ? ? ?
Horde Blood elfBlood elf Blood elf World of Warcraft: The Burning Crusade 17 22 20 26 20 44 52 210
Horde ForsakenForsaken Forsaken 19 18 20 21 27 36 52 135
Horde GoblinGoblin Goblin World of Warcraft: Cataclysm 17 22 20 26 20 33 52 210
Horde OrcOrc Orc World of Warcraft: Cataclysm 23 17 22 20 25 ? ? ?
Horde TrollTroll Troll 21 22 20 19 23 44 52 119


A female blood elf mage in magister's gear with the Inv staff 06.png [Staff of the Shadow Flame].

See also: Mage sets

Magi can use wands, daggers, one-handed swords, or staves. Wands go in the main hand, continue to shoot once manually started, and do not require any form of ammunition. A mage can only wear cloth armor.

Spell types

  • Arcane spells include single-target damage spells and utility. Arcane spells allow mages to remove curses, provide crowd control, absorb damage, teleport themselves or others to major capital cities, Slow Fall, Counterspell, buff players' intellect stat, save mana for later use in the form of mana gems, conjure food and water for himself or others, and provide many other conveniences.
  • Fire spells are primarily damage-dealing spells, including direct single-target damage and area of effect damage. Many fire spells include damage over time effects.
  • Frost spells are primarily single-target and area of effect damage-dealing spells, but with more emphasis on chilling effects. Nearly every frost spell has a chill or freeze effect that fully or partially immobilizes an enemy. This includes freezing it in place (called a root) or slowing its movement speed (called a snare). Frost specialized magi can further improve these chilling effects and increase frost damage output to respectable levels. Frost spells help the mage use kiting as a combat tactic.


Manipulate the arcane, destroying enemies with overwhelming power.
- Official description
Stat priority
  • Intellect
  • Versatility
  • Critical Strike
  • Haste
  • Mastery

Arcane Blast

Ability Min Level
Arcane Barrage 10
Arcane Blast 10
Arcane Missiles 12
Arcane Explosion 18
Evocation 20
Prismatic Barrier 26
Slow 32
Ability Min Level
Arcane Barrage (2) 34
Arcane Power 40
Displacement 48
Presence of Mind 54
Evocation (2) 56
Greater Invisibility 65
Mastery: Savant 78
Ignite enemies with balls of fire and combustive flames.
- Official description
Stat priority
  • Critical Strike
  • Intellect
  • Mastery
  • Versatility
  • Haste


Ability Min Level
Fireball 10
Critical Mass 10
Pyroblast 12
Fire Blast (2) 14
Hot Streak 14
Scorch 18
Flamestrike 20
Blazing Barrier 26
Ability Min Level
Dragon's Breath 32
Enhanced Pyrotechnics 35
Combustion 40
Invisibility 42
Fire Blast (3) 48
Cauterize 52
Critical Mass (2) 65
Mastery: Ignite 78
Freezes enemies in their tracks and shatters them with Frost magic.
- Official description
Stat priority
  • Intellect
  • Haste
  • Critical Strike
  • Versatility
  • Mastery

Fingers of Frost

Ability Min Level
Ice Lance 10
Summon Water Elemental 12
Shatter 14
Blizzard 18
Flurry 20
Fingers of Frost 24
Ice Barrier 26
Brain Freeze 28
Freeze 32
Cone of Cold 34
Ability Min Level
Shatter (2) 36
Icy Veins 40
Invisibility 42
Brain Freeze (2) 48
Cold Snap 52
Frozen Orb (mage) 57
Blizzard (2) 63
Water Jet 65
Mastery: Icicles 78


Note: Players technically start in Frost spec; if a player chooses another specialization at level 10, the following are removed: Frostbolt. Arcane magi lose Fire Blast.

Frost Nova

Ability Min Level
Frostbolt Starts with
Fire Blast 3
Frost Nova 5
Polymorph 8
Conjure Refreshment 13
Blink 16
Ability Min Level
Counterspell 22
Slow Fall 38
Ice Block 50
Spellsteal 70
Time Warp 80
Level Abilities (choose one)
15 Arcane Arcane Familiar
Frost (Mage)Ray of Frost
Arcane Presence of Mind
FireConflagration (mage talent)
Frost (Mage)Lonely Winter
Arcane Words of Power
FireFirestarter (mage talent)
Frost (Mage)Bone Chilling
30 Shimmer Cauterize Cold Snap
45 Mirror Image Rune of Power Incanter's Flow
60 Arcane Supernova
FireBlast Wave
Frost (Mage)Ice Nova
Arcane Charged Up
FireFlame On
Frost (Mage)Frozen Touch
Arcane Resonance
FireControlled Burn
Frost (Mage)Splitting Ice
75 Ice Floes Ring of Frost Ice Ward
90 Arcane Nether Tempest
FireLiving Bomb
Frost (Mage)Frost Bomb
Unstable Magic Arcane Erosion
FireFlame Patch
Frost (Mage)Arctic Gale
100 Arcane Overpowered (mage talent)
Frost (Mage)Thermal Void
Arcane Quickening (mage talent)
Frost (Mage)Glacial Spike (mage talent)
Arcane Arcane Orb (mage talent)
Frost (Mage)Comet Storm

Name Specialization
Glyph of Crittermorph All
Glyph of Evaporation Frost (Mage) Frost
Glyph of Polymorphic Proportions All
Glyph of Smolder Fire Fire
Glyph of Sparkles All
Glyph of the Unbound Elemental Frost (Mage) Frost
Honor Level Talent
1 Gladiator's Medallion
2 Train of Thought (honor talent)
4 Netherwind Armor
6 Temporal Shield
8 Arcane Concentrated Power, Fire Tinder, Frost (Mage) Chilled to the Bone
10 Arcane Master of Escape, Fire Firestarter (honor talent), Frost (Mage) Concentrated Darkness
13 Adaptation (honor talent)
16 Mind Quickness
19 Burning Determination
22 Dense Ice
25 Arcane Torment the Weak, Fire World in Flames, Frost (Mage) Frostbite (honor talent)
28 Arcane Rewind Time, Fire Flamecannon, Frost (Mage) Burst of Cold
31 Relentless (honor talent)
34 Initiation
37 Prismatic Cloak
40 Kleptomania
43 Arcane Time Anomaly, Fire Flare Up, Frost (Mage) Deep Shatter
46 Arcane Mass Invisibility, Fire Greater Pyroblast, Frost (Mage) Ice Form

Suggested professions

Note: This is a generic section stub. You can help expand it by clicking Sprite-monaco-pencil.png Edit to the right of the section title.
  • Tailoring [Tailoring] and Enchanting [Enchanting] are logical choices for any cloth armor-wearing class. This allows crafting decent armor and various enchants from [disenchanting] created items as one levels. Tailoring also increases cloth drops at higher levels.
  • Alchemy [Alchemy] can be useful for those who need quick potion heals and various buffs from elixirs and flasks. This profession is also good all around for making money and supplying guild runs.
  • Herbalism [Herbalism] provides ingredients for Alchemy [Alchemy] and Inscription [Inscription], and is also good all around for making money.
  • Cooking [Cooking] is good for non-combat health regeneration and provides good buff foods, but is less needed than other non-healing classes, since magi can conjure basic regen foods.
  • First Aid [First Aid] is good for in-combat health regeneration and low downtime regeneration.
  • Fishing [Fishing] is good for leveling cooking.

Endgame expectations

A human mage in art.

In a group or raid environment, magi are usually tasked with ranged DPS, AoE, Counterspell, Spellsteal, Crowd Control, and providing food.

The endgame mage also acts as a utility class, providing drink, food, buffs and portals. It is expected that magi provide their party or raid with food and drink for free.


PvP-wise, magi are considered "glass cannons" - a design philosophy which gives them generous burst damage at the cost of generally low health and armor values. They are one of the classes with the potential for dealing out the greatest amount of damage in the shortest amount of time. In group PvP, they will stay back and focus on crowd control with Polymorph and pick off targets from range. Depending on the battleground and the situation, magi typically AoE to prevent node captures or nuke flag carriers as fast as possible. In solo PvP, a skilled frost mage is a formidable opponent.

Fire mostly consists of stuns and max damage output at the cost of time and mana. Arcane consists of medium damage output at a low cost of mana and time. Arcane is most useful in battlegrounds if opponents are frozen first. When an enemy approaches or is attacking, the mage uses Freeze, then Blinks away and attacks. On average, the freeze ability gives about five uninterrupted seconds to attack.


Goblin fire mage art


See also

Patch changes


External links