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Mage

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Mage Basics

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he Mages of Warcraft once centered their powers within the mageocracy of Dalaran. After that kingdom's destruction by the Burning Legion the arcane arts spread to the far corners of the world.

The Mage is a very important and helpful party member. One of the Mage's most powerful abilities is Polymorph, which allows it to control the number of monsters currently attacking the party. The mage is also able to use a teleportation spell, allowing it to travel through the land more quickly. Mages can even summon in food and drink to help everyone recover faster from battle.

Strengths:

Can Summon Food and Drink

Powerful Area of Effect Damage Spells

Can Teleport around

Weaknesses:

Has difficulty fighting monsters that resist spells

Very fragile and easily killed in certain situations

Can only wear cloth armor

Information

Class Role
When seeking someone to introduce monsters to a world of pain, the Mage is a good choice. With their elemental and arcane attacks, it's a safe bet something they can do won't be resisted by your chosen enemy. Damage is the name of the Mage game, and they do it well. Their arsenal includes some powerful crowd control spells, also, giving them the ability to keep hordes at bay -- in fact, these abilities can be used on the most common creatures in the game, thus making them extremely valuable for this purpose. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!

Challenges

    Staying alive
    Managing Monster Hate

Allowable Races: Human, Gnome, Undead, Troll

Standard Bars: Health/Mana

Allowable Equipment: Cloth
Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training)

    Ice Armor and Frost Armor do not stack.
    The Chilled effects from Ice Armor and Frost Armor do not stack

Other Information

This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.

Arcane Magic

Arcane Intellect (Buff) - Increases the target's Intellect by X for Y min. Always have this ability active on yourself and cast it on other players that need it as well.

Arcane Brilliance (Party Buff) - Infuses the target's party with brilliance, increasing their Intellect by X for 1 hour. Requires Reagent: Arcane Powder. This is only available for level 56+ players via a looted book.
Arcane Missiles - Launches Arcane Missiles at the enemy, causing X damage each second for Y seconds. This spell has a spectacular animation. Arcane Missiles cannot be cast if silenced.

Polymorph - Polymorph transforms enemy Beasts, Humanoids, and Critters into a sheep, forcing it to wander around for the duration of the spell. While wandering, the sheep cannot attack or cast spells and will regenerate health very quickly. Only one target can be Polymorphed at a time and any damage will transform the target back into its normal form, dismounted if applicable. There is also an increased chance of the spell breaking early especially if cast on players. Players targets get decreased duration of the effect and a better chance to break free, such that it is unlikely the effect will last more than 15 seconds. Multiple castings on a single target are subject to diminishing returns for the spells' durations.

Dampen Magic - Dampen magic reduces the effects of magic on a targeted party member. This will decrease the damage taken by harmful spells by X and healing spells by Y. Lasts Z min. Use this to protect party members from harmful spells, but be aware that it will also reduce the effect of healing spells that are cast on them while the effect of Dampen Magic persists.

Amplify Magic - Amplifies magic used against the targeted party members, increasing damage taken from spells by X and healing spells by Y. Lasts Z min. This would be helpful if you want to increase healing and are not worried about increased spell damage.

Arcane Explosion (AOE) - Causes an explosion of arcane magic around the caster, causing X to Y damage to all targets within Z yards. This ability would be useful when the caster is surrounded by targets.

Detect Magic - Detects beneficial magic effects on the target for X min. This is an information gathering spell. It's helpful to know what buffs the monster is using so you know how to counter them or know what the monster is capable of. If you can remove those buffs it is even more helpful.

Remove Lesser Curse - Removes 1 lesser curse from a friendly target. Curses can be damaging, last a long time, and are annoying. Use this to remove curses from yourself and friends.

Blink - Teleports the caster to the targeted location, breaking free of any bonds that hold the Mage. Blink is a spell Mages enjoy. It has multiple uses, from escaping a monster's spell to aiding exploration and traveling. Blink counters stun effects.

Mana Shield - Absorbs X physical damage, draining mana instead. Lasts Y min. This is a good spell to use if you're in trouble and about to die. Since it drains your mana, your hope is the monster will die (usually in a party situation) before you do.

Counterspell - Counters the enemy's spell X% of the time, preventing him from casting that spell or any other spell from that school of magic for 10 sec. This ability is to be used against other spell casters. Remember that the monsters will be really angry at you when you use it.

Mage Armor - Increases your resistance to all magic by X and allows Y% of your Mana regeneration to continue while casting. Lasts Z min.

Slow Fall - Slows falling speed for X seconds. You can use this ability to jump from high heights without taking damage. This ability requires a reagent.

Teleport - Teleports the caster to X. You need to go get training for specific locations. This ability requires a reagent to use.

Portal - Creates a portal, teleporting group members that use it to X. You need to go get training for specific locations. This ability requires a reagent to use. Each portal spell has an individual cooldown.

Conjuration
Provide these conjured items to your party members when they need them. You might want to prepare some of this stuff before battle so you don't have to waste time in-between fighting.

Conjure Food - Conjures X loaves of bread, providing the mage and her allies with something to eat.

Conjure Water - Conjures X bottles of water, providing the mage and her allies with something to drink.

Conjure Mana Stones - Conjures a Mana Agate, Citrine, Jade, or Ruby that can be used to instantly restore a significant amount of mana. Use them on yourself in emergency situations.

Fire Magic
Try to use these abilities against monsters that aren't protected or resistant to fire damage.
Fire Blast - Blasts the enemy with fire for X to Y fire damage.

Fireball - Hurls a fiery ball that causes X to Y fire damage and an additional A damage over Z sec.

Flamestrike (AOE) - Calls down a pillar of fire, burning all enemies within the area for X to Y fire damage and an additional Z damage over A sec.

Fire Ward - Absorbs X fire damage. Lasts Z min. Use this ability when facing a fire damaging monster.

Scorch - Scorch the enemy for X to Y fire damage.

Frost Magic
Try to use these abilities against monsters that aren't protected or resistant to cold damage.
Frostbolt - Launches a bolt of frost at the enemy, causing X to Y frost damage and slowing movement speed for Z sec. This ability is useful for stopping monsters from running away and warning their friends.

Frost Armor - Increases armor by X. If enemies strike the caster, they may have their movement speed slowed to Y% and have their attacks slowed by Z%. Lasts A sec.

Blizzard (AOE) - Ice shards pelt the target area doing X damage over Y sec.

Cone of Cold - Targets in a cone in front of the caster take X to Y frost damage and are slowed to Z% of normal speed for N sec. This can be useful as an escape spell.

Ice Armor - Increases armor by X and frost resistance by Y. If enemies strike the caster, they may have their movement slowed down by Z% and attacks slowed by A%. Lasts B min.

Frost Nova - Blasts enemies near the caster for X to Y cold damage and freezes them in place for up to Z sec. This is a main ability for the Mage. It is useful in stopping monsters from chasing you, allowing you to get away. It can also be used in combat to finish off weakened, retreating monsters. Subject to diminishing returns in PvP. This is considered an immobilizing effect. Will cause damage to targets immune to immobilizing effects.

Frost Ward - Absorbs X frost damage. Lasts Y min.

Combat
Frost Nova or a Frost ability that freezes or slows the monster is typically used sometime during the fight. Afterwards, the Mage runs away from the monster and casts spells from as far away as possible. The Mage is typically weak to melee attacks, so the goal is usually to stay away from the monster.

Profession Options
You can pick whatever you want. You might find these more tailored to the Mage:

Tailoring - Mages can create Cloth armor for themselves or sell it to others.
Enchanting - Mages can enchant their equipment to make themselves more powerful.
Herbalism and Alchemy - The Mage can create buff potions or mana potions.
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