TBC Classic Arcane Mage Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Arcane Mage in TBC Classic.
Buffs
Arcane Mages offer a variety of useful buffs for themselves and the group they play in. These buffs can be used to increase stats, damage and healing taken, Critical Strike chance, and Mana regeneration. Other buffs decrease spell damage and healing taken. The armor buffs are only castable on the Mage, while the other buffs listed below can be cast on any group member.
 Arcane Intellect — Increases Intellect on the target. Arcane Intellect — Increases Intellect on the target.
 Arcane Brilliance — Increases Intellect of everyone in 
the target's group. Requires one Arcane Brilliance — Increases Intellect of everyone in 
the target's group. Requires one Arcane Powder to be cast and Arcane Powder to be cast and Tome of Arcane Brilliance 2 to be learned. Tome of Arcane Brilliance 2 to be learned.
 Dampen Magic — Buffs the target to decrease magic damage 
and healing taken. Can be enhanced with Arcane talents. Very niche use. Dampen Magic — Buffs the target to decrease magic damage 
and healing taken. Can be enhanced with Arcane talents. Very niche use.
 Amplify Magic — Buffs the target to increase magic 
damage and healing taken. Can be enhanced with Arcane talents. Useful on 
players that take physical damage only or almost exclusively physical damage, 
but niche use. Amplify Magic — Buffs the target to increase magic 
damage and healing taken. Can be enhanced with Arcane talents. Useful on 
players that take physical damage only or almost exclusively physical damage, 
but niche use.
 Molten Armor — Increases the Mage's chance to critically 
hit with spells by 3%, deals 75 Fire damage per hit to melee attackers, 
decreases the chance to be critically hit by 5%. Can be enhanced with Fire 
talents to affect ranged and spell attacks as well. Molten Armor — Increases the Mage's chance to critically 
hit with spells by 3%, deals 75 Fire damage per hit to melee attackers, 
decreases the chance to be critically hit by 5%. Can be enhanced with Fire 
talents to affect ranged and spell attacks as well.
 Mage Armor — Increases magic resistance and allows 30% 
of the Mage's Mana regeneration to continue while casting. Mage Armor — Increases magic resistance and allows 30% 
of the Mage's Mana regeneration to continue while casting.
 Ice Armor — Increases the Mage's Armor and Frost 
resistance and slows enemy melee attackers. Can be enhanced by Frost talents. Ice Armor — Increases the Mage's Armor and Frost 
resistance and slows enemy melee attackers. Can be enhanced by Frost talents.
Utility and Crowd Control Abilities
Mages are sought after for their crowd controlling abilities, such as 
 Polymorphing enemies and Frost exclusive slowing and freezing 
effects. Further, they supply their group and themselves with fresh water and 
food and open portals to all major cities of each faction. Mages can also 
remove curses from allies and magic from enemies.
Polymorphing enemies and Frost exclusive slowing and freezing 
effects. Further, they supply their group and themselves with fresh water and 
food and open portals to all major cities of each faction. Mages can also 
remove curses from allies and magic from enemies.
 Polymorph — With this spell, humanoids, critters and 
beasts can be turned into a sheep for a certain amount of time. This effect 
can end before its maximum time has passed. Through the 
Fragmented Magic quest and the Polymorph — With this spell, humanoids, critters and 
beasts can be turned into a sheep for a certain amount of time. This effect 
can end before its maximum time has passed. Through the 
Fragmented Magic quest and the Tome of Polymorph: Turtle book, 
enemies can also be turned into a pig or a turtle, which is of course a very 
nice cosmetic upgrade. Tome of Polymorph: Turtle book, 
enemies can also be turned into a pig or a turtle, which is of course a very 
nice cosmetic upgrade.
 Conjure Water — Conjures water, usable by friendly 
players. Conjured items disappear from the inventory after logging out for 15 
minutes or more. The highest rank can be learned from Conjure Water — Conjures water, usable by friendly 
players. Conjured items disappear from the inventory after logging out for 15 
minutes or more. The highest rank can be learned from Tome of Conjure Water IX, which drops in high level dungeons. Tome of Conjure Water IX, which drops in high level dungeons.
 Conjure Food — Conjures food, usable by friendly 
players. Conjured items disappear from the inventory after logging out for 15 
minutes or more. The highest rank can be learned from Conjure Food — Conjures food, usable by friendly 
players. Conjured items disappear from the inventory after logging out for 15 
minutes or more. The highest rank can be learned from Tome of Conjure Food VIII, which drops in high level dungeons. Tome of Conjure Food VIII, which drops in high level dungeons.
 Ritual of Refreshment — Creates a portal two friendly 
players need to click in order to make a table appear. Costs 2 Ritual of Refreshment — Creates a portal two friendly 
players need to click in order to make a table appear. Costs 2 Arcane Powder. Each player can take up to 80 Arcane Powder. Each player can take up to 80 Conjured Manna Biscuits from this table. Conjured items disappear from 
the inventory after logging out for 15 minutes or more. This spell can only be 
learned after learning the two highest ranks of Conjure Water and Conjure Food 
from the books. Conjured Manna Biscuits from this table. Conjured items disappear from 
the inventory after logging out for 15 minutes or more. This spell can only be 
learned after learning the two highest ranks of Conjure Water and Conjure Food 
from the books.
 Conjure Mana Emerald — A Mage can create 5 different types
 of Mana gems, which can be used in combat to restore Mana. The highest rank of 
this spell restores most Mana and has, contrary to all other ranks, three 
charges. Conjure Mana Emerald — A Mage can create 5 different types
 of Mana gems, which can be used in combat to restore Mana. The highest rank of 
this spell restores most Mana and has, contrary to all other ranks, three 
charges.
- Teleport Spells: Every Mage can teleport to it's faction's major cities 
at the cost of one  Rune of Teleportation. Rune of Teleportation.
- Portal Spells: These spells are used to open portals to each faction's 
major cities the whole group can use. Costs 1  Rune of Portals. Rune of Portals.
 Invisibility — The Mage fades out for 5 seconds and 
becomes invisible after that time. Each second before becoming invisible, 
the threat against all enemies is reduced by 20%. Any damage taken or action 
from the Mage cancels the spell. This can be used as a threat dump, to leave 
combat, or to sneak by enemies. Invisibility — The Mage fades out for 5 seconds and 
becomes invisible after that time. Each second before becoming invisible, 
the threat against all enemies is reduced by 20%. Any damage taken or action 
from the Mage cancels the spell. This can be used as a threat dump, to leave 
combat, or to sneak by enemies.
 Evocation — A channeled spell that restores 60% of 
your Mana during 8 seconds. Haste effects make the channeling faster and 
damage taken while channeling reduces the Mana restored. Evocation — A channeled spell that restores 60% of 
your Mana during 8 seconds. Haste effects make the channeling faster and 
damage taken while channeling reduces the Mana restored.
 Spellsteal — Sometimes enemies have beneficial magical 
buffs you can steal with this ability. Stolen buffs last on you for two minutes.
Some bosses, such as High King Maulgar require one Mage to steal a 
magical buff from an enemy, in order to be able to tank it. Spellsteal — Sometimes enemies have beneficial magical 
buffs you can steal with this ability. Stolen buffs last on you for two minutes.
Some bosses, such as High King Maulgar require one Mage to steal a 
magical buff from an enemy, in order to be able to tank it.
 Counterspell — This spell is used to interrupt enemy 
casting and to prevent any spell of the interrupted spell school from being 
cast for 8 seconds. Counterspell — This spell is used to interrupt enemy 
casting and to prevent any spell of the interrupted spell school from being 
cast for 8 seconds.
 Blink — Teleports the Mage 20 yards forward. This 
ability can 
be used to reposition during fights and save some running time, flee from 
enemies, break snaring effects or to prevent fall damage by Blinking shortly 
before reaching the ground. Blink — Teleports the Mage 20 yards forward. This 
ability can 
be used to reposition during fights and save some running time, flee from 
enemies, break snaring effects or to prevent fall damage by Blinking shortly 
before reaching the ground.
 Slow Fall — At the cost of one Slow Fall — At the cost of one Light Feather, 
Mages can 
reduce their falling speed for 30 seconds. This can be used to survive falling 
down, or to move to locations normally unreachable, by jumping from a higher 
ledge to a lower position. Can be cast before mounting and it will persist while 
mounted. Light Feather, 
Mages can 
reduce their falling speed for 30 seconds. This can be used to survive falling 
down, or to move to locations normally unreachable, by jumping from a higher 
ledge to a lower position. Can be cast before mounting and it will persist while 
mounted.
 Remove Lesser Curse — Removes a curse from a friendly 
target. Remove Lesser Curse — Removes a curse from a friendly 
target.
 Slow — Exclusively available to Arcane Mages, reduces the 
target's movement speed and time between ranged attacks by 50%. This ability 
also increases the casting time of the target by 50%. Lasts 15 seconds, only 
one target at a time can be affected by this spell. Slow — Exclusively available to Arcane Mages, reduces the 
target's movement speed and time between ranged attacks by 50%. This ability 
also increases the casting time of the target by 50%. Lasts 15 seconds, only 
one target at a time can be affected by this spell.
 Presence of Mind — Makes your next Mage spell with less 
than 10 seconds casting time an instant spell. Can be used for utility to 
conjure Mana Gems or to instantly Presence of Mind — Makes your next Mage spell with less 
than 10 seconds casting time an instant spell. Can be used for utility to 
conjure Mana Gems or to instantly Polymorph enemies. Polymorph enemies.
 Frost Nova — Freezes enemies 8 yards around the Mage for 
8 seconds. Frost Nova — Freezes enemies 8 yards around the Mage for 
8 seconds.
 Improved Blizzard — This ability can be used to control 
groups of enemies by slowing their movement speed. It is a utility spell, if 
it is required to buy time before mobs reach the group or the Mage. Improved Blizzard — This ability can be used to control 
groups of enemies by slowing their movement speed. It is a utility spell, if 
it is required to buy time before mobs reach the group or the Mage.
Offensive Abilities
Arcane Mages use different offensive abilities than Fire or Frost Mages. Some of these abilities are required for rotations or need to be used with special attention. To learn more about the rotation and how these abilities synergize, read the Arcane Mage Rotations page.
 Arcane Blast — Your main source of damage. Arcane Blast, 
also referred to as "AB", receives 10% Hit from your talents and gives you 
a stacking debuff. Each debuff increases the Mana cost of Arcane Blast by 146 
and reduces it's cast time by 0.3 seconds. It stacks up to three times and will 
make your Arcane Blast cost 633.5 (rounded to 634) Mana per 1.5 seconds. The 
debuff drops after 8 seconds or when you Arcane Blast — Your main source of damage. Arcane Blast, 
also referred to as "AB", receives 10% Hit from your talents and gives you 
a stacking debuff. Each debuff increases the Mana cost of Arcane Blast by 146 
and reduces it's cast time by 0.3 seconds. It stacks up to three times and will 
make your Arcane Blast cost 633.5 (rounded to 634) Mana per 1.5 seconds. The 
debuff drops after 8 seconds or when you Ice Block. With Ice Block. With Arcane Power, Arcane Blast costs 30% more base Mana. The 
base Mana cost of Arcane Blast is 195 and 30% of that is 58.5. Therefore, a 
fully stacked 1.5s Arcane Blast with Arcane Power (AP) has a total Mana cost of 
692 (633.5+58.5). Arcane Power, Arcane Blast costs 30% more base Mana. The 
base Mana cost of Arcane Blast is 195 and 30% of that is 58.5. Therefore, a 
fully stacked 1.5s Arcane Blast with Arcane Power (AP) has a total Mana cost of 
692 (633.5+58.5).
 Frostbolt — This is the filler spell you cast when low 
on Mana. It receives 6% Spell Hit from Frostbolt — This is the filler spell you cast when low 
on Mana. It receives 6% Spell Hit from Elemental Precision 
instead of 3%. Your target takes damage and will get slowed. Arcane Mages also 
call this ability "FrB", especially when they talk about rotations. Elemental Precision 
instead of 3%. Your target takes damage and will get slowed. Arcane Mages also 
call this ability "FrB", especially when they talk about rotations.
 Arcane Missiles — Launches an Arcane Missile at your 
enemy each second for 5 seconds. Usually not used in PvE content, can be useful 
in PvP to cast on enemies that run out of line of sight. The missiles will still 
follow the target, if it hides or runs. Arcane Missiles — Launches an Arcane Missile at your 
enemy each second for 5 seconds. Usually not used in PvE content, can be useful 
in PvP to cast on enemies that run out of line of sight. The missiles will still 
follow the target, if it hides or runs.
 Blizzard — Slows enemy targets by up to 75% for up to 4.5
seconds, if fully talented. While it is not the highest damage Mage AoE ability, 
it is very useful to slow down groups of enemies. Arcane Mages can choose 
between a slowing Blizzard and more single target damage for Blizzard — Slows enemy targets by up to 75% for up to 4.5
seconds, if fully talented. While it is not the highest damage Mage AoE ability, 
it is very useful to slow down groups of enemies. Arcane Mages can choose 
between a slowing Blizzard and more single target damage for Frostbolt in their spec. Frostbolt in their spec.
 Cone of Cold — A frontal cone AoE ability that does high 
damage and slows enemies for up to 11 seconds with the Cone of Cold — A frontal cone AoE ability that does high 
damage and slows enemies for up to 11 seconds with the Permafrost 
talent. Permafrost 
talent.
 Fire Blast — An instant cast ability, mostly used while 
running, as it does more damage than Fire Blast — An instant cast ability, mostly used while 
running, as it does more damage than Ice Lance. Can also be used as 
a last hit on a low health enemy, as this spell is instant and has no travel 
time. Ice Lance. Can also be used as 
a last hit on a low health enemy, as this spell is instant and has no travel 
time.
 Arcane Explosion — The main AoE spell. Generates very low 
threat with the Arcane Explosion — The main AoE spell. Generates very low 
threat with the Arcane Subtlety talent. Arcane Subtlety talent.
 Presence of Mind — Makes your next Mage spell with less 
than 10 seconds casting time an instant spell. This spell can be used to make 
a damage spell instant or to extend the Arcane Blast debuff. Presence of Mind — Makes your next Mage spell with less 
than 10 seconds casting time an instant spell. This spell can be used to make 
a damage spell instant or to extend the Arcane Blast debuff.
Cooldowns
 Arcane Power — Increases the damage of your spells by 30%, 
but they cost 30% more Mana to cast. Lasts 15 seconds and has a 3 minutes 
cooldown. Can be used together with Arcane Power — Increases the damage of your spells by 30%, 
but they cost 30% more Mana to cast. Lasts 15 seconds and has a 3 minutes 
cooldown. Can be used together with Icy Veins or Icy Veins or Bloodlust/ Bloodlust/ Heroism. Preferably used with Heroism. Preferably used with Arcane Blast. Arcane Blast.
 Icy Veins — Increases your casting speed by 20% for 
20 seconds. During the duration of Icy Veins, your spells are no longer subject
 to spell pushback. Preferably used with Icy Veins — Increases your casting speed by 20% for 
20 seconds. During the duration of Icy Veins, your spells are no longer subject
 to spell pushback. Preferably used with Arcane Blast. Arcane Blast.
 Cold Snap — Resets the cooldown of all Frost abilities, 
which enables you to use Cold Snap — Resets the cooldown of all Frost abilities, 
which enables you to use Icy Veins twice in a row. This ability 
makes your DPS skyrocket in short fights. Icy Veins twice in a row. This ability 
makes your DPS skyrocket in short fights.
Defensive Abilities
Every Mage spec has good defensive capabilities. They can absorb damage from different sources and even become immune to damage.
 Fire Ward — Absorbs Fire Damage. Fire Ward — Absorbs Fire Damage.
 Frost Ward — Absorbs Frost Damage. Frost Ward — Absorbs Frost Damage.
 Mana Shield — Absorbs physical and magical damage at the 
cost of Mana. Mana Shield — Absorbs physical and magical damage at the 
cost of Mana.
 Ice Block — Puts the Mage in an Ice Block for 10 seconds,
 making it immune to almost all attacks and spells. Some boss 
abilities can penetrate the Ice Block immunity and Priests can dispel Ice Block
with Ice Block — Puts the Mage in an Ice Block for 10 seconds,
 making it immune to almost all attacks and spells. Some boss 
abilities can penetrate the Ice Block immunity and Priests can dispel Ice Block
with Mass Dispel. This ability can also be used to protect the 
caster from fall damage. After using Ice Block, you get the Hypothermia 
debuff that prevents you from using Ice Block again for 30 seconds. Mass Dispel. This ability can also be used to protect the 
caster from fall damage. After using Ice Block, you get the Hypothermia 
debuff that prevents you from using Ice Block again for 30 seconds.
Changelog
- 24 Jul. 2025: Updated for TBC Anniversary.
- 30 May 2021: Guide added.
This guide has been written by Wrdlbrmpft aka Arcanaenus, playing Mage since 2008. He is usually found in the Mage Discord, where you may also ask him questions his guides do not answer.
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