Mage abilities come in three schools of magic: Arcane, Fire, and Frost, which are affected by their specialization abilities and talent choices. 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.
- 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.
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.
|Ability||Min Level||Taught by|
|Polymorph||60|| from Archmage Xylem in Azshara.|
|Polymorph||60||Tome of Polymorph: Rabbit from the Noblegarden event.|
|Polymorph||60||Tome of Polymorph: Turtle from in Zul'Gurub.|
|Polymorph||60||Tome of Polymorph: Black Cat for 2500 from in Dalaran at neutral Kirin Tor reputation.|
Spells by function
- Single-target Damage
(frost spec) for ice-based single target damage (and a snare); for instant fire damage (and brief cooldown); (fire spec) for a big whopper of fire damage. (talent) is another fire-based spell which has a short casting time and does good damage. (arcane spec) are channeled over 2 seconds, with five waves of arcane damage fired.
- Area of effect damage
This category of spells includes your first AoE spell: , an instant cast arcane point blank area of effect; , a channeled ground target area of effect cold spell; and , a fire-based ground target area of effect spell.
- Snares and roots
- Crowd control
- Damage absorption
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. and can also be used for restoring health and mana, and is an important preparation for reducing downtime for a solo mage or an entire raid.
The fastest way to regenerate your mana, can refill the majority of your mana bar (60%) over the course of its 6 second cast. Be sure not to be at risk of getting hit, since this is a channeled effect.
This includes the Teleport: <Capital City> spells as well as .
Creates a portal that can be clicked to instantly move your group to a friendly city.