Arcane Mage Leveling Guide From 1 to 70 for TBC Classic
Discover the Arcane arts and their hidden powers in this leveling guide! While other leveling specs, such as Frost Single-Target Leveling, Frost AoE Leveling, and Fire Leveling enjoy more popularity, this method of leveling can be really refreshing and new, even to veteran players.
Arcane Mage Level-by-Level Rotation, Talents, and Trainer Skills
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Talent Tree for Leveling as Arcane Mage
From Level 10 on you get one talent point per level, which you can use to build your talent tree. The talent menu can be accessed via the default keybind "N" in game.
Your talents should look like the trees below. However, for the Arcane tree you can swap some points around based on personal preference. The suggested order is optimized for Mana efficiency and damage.
- Levels 10 to 14 — 5 points in
 Improved Arcane Missiles Improved Arcane Missiles
- Levels 15 & 16 — 2 points in
 Wand Specialization Wand Specialization
- Levels 17 to 19 — 3 points in
 Arcane Focus Arcane Focus
 Improved Arcane Missiles is one of the
strongest Arcane talents and available right at the start. It reduces
Improved Arcane Missiles is one of the
strongest Arcane talents and available right at the start. It reduces
 Arcane Missiles' chance to suffer spell pushback from any attack
by 20% per talent point.  After spending 5 talent points, this means that no
ranged, melee or spell attack can cause spell pushback while channeling
Arcane Missiles. However, Arcane Missiles can still be interrupted by abilities
like
Arcane Missiles' chance to suffer spell pushback from any attack
by 20% per talent point.  After spending 5 talent points, this means that no
ranged, melee or spell attack can cause spell pushback while channeling
Arcane Missiles. However, Arcane Missiles can still be interrupted by abilities
like  Silence,
Silence,  Kick,
Kick,  Earth Shock, or
simply by stun effects. Keep an eye out for Rogue, Mage, Shaman, or Warrior-type
NPCs, as some of these possess such interrupting abilities.
Earth Shock, or
simply by stun effects. Keep an eye out for Rogue, Mage, Shaman, or Warrior-type
NPCs, as some of these possess such interrupting abilities.
 Wand Specialization is extremely useful
early on, as wands do very high DPS in the beginning of the game and wanding
can save you Mana. Typically you cast one or two
Wand Specialization is extremely useful
early on, as wands do very high DPS in the beginning of the game and wanding
can save you Mana. Typically you cast one or two  Arcane Missiles and
then finish off enemies with your wand to save a lot of Mana. With three talent
points in
Arcane Missiles and
then finish off enemies with your wand to save a lot of Mana. With three talent
points in  Arcane Focus, you will be hit-cap against enemies up to two
levels above you, making quests with higher-level enemies much easier to complete.
Arcane Focus, you will be hit-cap against enemies up to two
levels above you, making quests with higher-level enemies much easier to complete.
- Levels 20 to 24 — 5 points
 in  Arcane Concentration Arcane Concentration
- Levels 25 to 27 — 3 points in
 Arcane Meditation Arcane Meditation
- Levels 28 & 29 — 2
points in  Improved Mana Shield Improved Mana Shield
For incredible Mana efficiency, and later on for
more damage from the  Arcane Potency talent, we choose to place 5
talent points into
Arcane Potency talent, we choose to place 5
talent points into  Arcane Concentration. The Mana efficiency of
Arcane gets even better with the
Arcane Concentration. The Mana efficiency of
Arcane gets even better with the  Arcane Meditation talent, which
lets 30% of your Mana regeneration continue during combat. Later on, this will
add up to 60% with
Arcane Meditation talent, which
lets 30% of your Mana regeneration continue during combat. Later on, this will
add up to 60% with  Mage Armor and increase your regeneration even
further, making Intellect and Spirit more valuable for leveling. It has to be
noted though, that this effect only works while casting and not while
traveling. Nevertheless, this it is still a great talent, as you will only
ever struggle with Mana when fighting and not while traveling.
Mage Armor and increase your regeneration even
further, making Intellect and Spirit more valuable for leveling. It has to be
noted though, that this effect only works while casting and not while
traveling. Nevertheless, this it is still a great talent, as you will only
ever struggle with Mana when fighting and not while traveling.
As  Frost Nova is your only efficient
way of keeping enemies away from you, you will be using
Frost Nova is your only efficient
way of keeping enemies away from you, you will be using  Mana Shield
more often, thus making
Mana Shield
more often, thus making  Improved Mana Shield a good talent. Mana
Shield will use up 20% less Mana per damage absorbed after spending these two
talent points.
Improved Mana Shield a good talent. Mana
Shield will use up 20% less Mana per damage absorbed after spending these two
talent points.
- Level 30 — 1 point in
 Presence of Mind Presence of Mind
- Level 31 — 1 point in
 Arcane Fortitude Arcane Fortitude
- Levels 32 & 33 — 2 points in
 Magic Attunement Magic Attunement
- Level 34 — 1 point in
 Arcane Mind Arcane Mind
- Levels 35 to 37 — 3 points in
 Arcane Instability Arcane Instability
- Levels 38 & 39 — 2 points in
 Arcane Potency Arcane Potency
 At Level 30,  Presence of Mind will
become available, which makes your next spell with a cast time less than 10
seconds an instant spell. You can use this while traveling to cast
Presence of Mind will
become available, which makes your next spell with a cast time less than 10
seconds an instant spell. You can use this while traveling to cast
 Conjure Water or
Conjure Water or  Conjure Food, instantly sheep an enemy
while running away, or simply make any damage spell an instant cast such as
Conjure Food, instantly sheep an enemy
while running away, or simply make any damage spell an instant cast such as
 Frostbolt for slowing enemies. Portal spells are not affected by
this.
Frostbolt for slowing enemies. Portal spells are not affected by
this.
 Arcane Fortitude will increase your
Armor by an amount equal to your Intellect, which is a very strong defensive
talent for only one talent point.
Arcane Fortitude will increase your
Armor by an amount equal to your Intellect, which is a very strong defensive
talent for only one talent point.  Dampen Magic will also become a
better defensive spell to use after spending your 2 points into
Dampen Magic will also become a
better defensive spell to use after spending your 2 points into
 Magic Attunement, further decreasing your magic damage taken. At
this stage, you also have the option to put the two talent points of
Magic Attunement, further decreasing your magic damage taken. At
this stage, you also have the option to put the two talent points of
 Magic Attunement into
Magic Attunement into  Arcane Subtlety instead. This
is recommended if you plan on doing lots of group and dungeon content, as it
reduces the threat of your Arcane spells by 40%, making it easier for tanks to
keep aggro.
Arcane Subtlety instead. This
is recommended if you plan on doing lots of group and dungeon content, as it
reduces the threat of your Arcane spells by 40%, making it easier for tanks to
keep aggro.
 Arcane Mind increases your Intellect
and, thanks to
Arcane Mind increases your Intellect
and, thanks to  Arcane Fortitude, also your Armor from Intellect by 3%
per talent point up to a total of 15%.
Arcane Fortitude, also your Armor from Intellect by 3%
per talent point up to a total of 15%.  Arcane Instability will give
3% more damage and a 3% higher crit chance, which is also a prequisite to your
Level 40 cooldown talent
Arcane Instability will give
3% more damage and a 3% higher crit chance, which is also a prequisite to your
Level 40 cooldown talent  Arcane Power. After spending your points in
Arcane Power. After spending your points in
 Arcane Potency, each time you get the clearcasting effect from
Arcane Potency, each time you get the clearcasting effect from
 Arcane Concentration you will have an increased Critical Strike
chance, up to 30% in the end, for your next spell cast while clearcasting is
active.
Arcane Concentration you will have an increased Critical Strike
chance, up to 30% in the end, for your next spell cast while clearcasting is
active.
- Level 40 — 1 points in
 Arcane Power Arcane Power
- Level 41 — 1 point in
 Arcane Potency Arcane Potency
- Levels 42 & 43 — 2 points in
 Spell Power Spell Power
- Level 44 — 1 point in
 Arcane Mind Arcane Mind
- Levels 45 to 49 — 5 points in
 Mind Mastery Mind Mastery
At Level 40,  Arcane Power, the big
cooldown ability of the Arcane tree becomes available. When used, it allows you
to deal 30% more damage for 15 seconds, but your spells cost 30% more Mana.
This is particularly useful when you need to kill a strong enemy or many
enemies in a short amount of time and can also be used in conjunction with
Arcane Power, the big
cooldown ability of the Arcane tree becomes available. When used, it allows you
to deal 30% more damage for 15 seconds, but your spells cost 30% more Mana.
This is particularly useful when you need to kill a strong enemy or many
enemies in a short amount of time and can also be used in conjunction with
 Arcane Explosion to finish off enemies quickly. The
Arcane Explosion to finish off enemies quickly. The
 Spell Power talent makes your critical strikes deal 175% normal
damage instead of 150% normal damage, which is also very good.
Spell Power talent makes your critical strikes deal 175% normal
damage instead of 150% normal damage, which is also very good.
 Mind Mastery is one of the strongest Arcane talents, turning 25%
of your Intellect into Spell Damage. Together with
Mind Mastery is one of the strongest Arcane talents, turning 25%
of your Intellect into Spell Damage. Together with  Arcane Mind,
one point of Intellect gives you 0,2875 Spell Damage or in other words you
get 1 Spell Damage per 3.5 Intellect, making Intellect a very valuable stat
from now on.
Arcane Mind,
one point of Intellect gives you 0,2875 Spell Damage or in other words you
get 1 Spell Damage per 3.5 Intellect, making Intellect a very valuable stat
from now on.
- Level 50 — 1 point in
 Slow Slow
- Levels 51 to 53 — 3 points in
 Empowered Arcane Missiles Empowered Arcane Missiles
- Levels 54 to 56 — 3 points in
 Arcane Mind Arcane Mind
- Levels 57 & 58 — 2 points in
 Arcane Subtlety Arcane Subtlety
- Level 59 — 1 point in
 Arcane Focus Arcane Focus
Arcane's main control spell,  Slow,
comes with Level 50. It reduces the target's movement speed by 50%, makes them
take 50% more time between ranged attacks and increases their casting time
by 50% for 15 seconds. This can be used defensively to delay enemies from
reaching you and cause them to deal ranged or magic damage 50% more slowly to you.
If you need to flee from an enemy, simply Slow. This ability works like
Slow,
comes with Level 50. It reduces the target's movement speed by 50%, makes them
take 50% more time between ranged attacks and increases their casting time
by 50% for 15 seconds. This can be used defensively to delay enemies from
reaching you and cause them to deal ranged or magic damage 50% more slowly to you.
If you need to flee from an enemy, simply Slow. This ability works like
 Polymorph: only on one target at a time.
Polymorph: only on one target at a time.  Arcane Missiles
become stronger with the
Arcane Missiles
become stronger with the  Empowered Arcane Missiles talent, increasing
its Spell Damage coefficient from 142% to 188%. This makes each point of Spell
Damage worth 1.88 damage instead of 1.42 and makes
Empowered Arcane Missiles talent, increasing
its Spell Damage coefficient from 142% to 188%. This makes each point of Spell
Damage worth 1.88 damage instead of 1.42 and makes  Arcane Mind,
Arcane Mind,
 Mind Mastery, and the Spell Damage stat itself take off in value.
By the mid-50s, you should also have gotten some Spell Damage gear. A little
downside of this talent is that it will make your Arcane Missiles cost 6% more
Mana, however that is neglible given that you now should have some Spell
Damage and Intellect gear. With two points in
Mind Mastery, and the Spell Damage stat itself take off in value.
By the mid-50s, you should also have gotten some Spell Damage gear. A little
downside of this talent is that it will make your Arcane Missiles cost 6% more
Mana, however that is neglible given that you now should have some Spell
Damage and Intellect gear. With two points in  Arcane Subtlety,
your Arcane spells will do 40% less threat which is the best threat-reducing
talent of Mages; your enemies' spell resistances are also reduced by 10.
If you do any dungeon content, you can now be sure that it will be very hard for
you to pull threat from tanked mobs. If you took
Arcane Subtlety,
your Arcane spells will do 40% less threat which is the best threat-reducing
talent of Mages; your enemies' spell resistances are also reduced by 10.
If you do any dungeon content, you can now be sure that it will be very hard for
you to pull threat from tanked mobs. If you took  Arcane Subtlety
earlier, now is the time to instead place your talent points into
Arcane Subtlety
earlier, now is the time to instead place your talent points into
 Magic Attunement.
Magic Attunement.
- Level 60 — 1 point in
 Arcane Focus Arcane Focus
- Levels 61 to 63 — 3 points in
 Arcane Impact Arcane Impact
- Levels 64 & 65 — 2 points in
 Prismatic Cloak Prismatic Cloak
- Levels 66 to 70 — 5 points in
 Magic Absorption Magic Absorption
 Arcane Impact will give
Arcane Impact will give
 Arcane Explosion and
Arcane Explosion and  Arcane Blast, a novel spell
learned at Level 64, a 6% higher chance to crit. After spending 2 talent
points on
Arcane Blast, a novel spell
learned at Level 64, a 6% higher chance to crit. After spending 2 talent
points on  Prismatic Cloak, all damage done against
you will be reduced by 4% and the 5 talent points in
Prismatic Cloak, all damage done against
you will be reduced by 4% and the 5 talent points in
 Magic Absorption will restore 5% of your maximum Mana if you
fully-resist enemy spells. To resist more spells, this talent gives you
an additional 10 resistance versus spells, which works hand-in-hand with the
resistance-increasing effect of
Magic Absorption will restore 5% of your maximum Mana if you
fully-resist enemy spells. To resist more spells, this talent gives you
an additional 10 resistance versus spells, which works hand-in-hand with the
resistance-increasing effect of  Mage Armor and Outland zones
generally having more caster mobs than Azeroth. This effect can only occur once
per second. With this spec, you can go into Outland dungeons as well. For
raid content or PvP it is highly recommended to respec into a proper PvP or
PvE spec.
Mage Armor and Outland zones
generally having more caster mobs than Azeroth. This effect can only occur once
per second. With this spec, you can go into Outland dungeons as well. For
raid content or PvP it is highly recommended to respec into a proper PvP or
PvE spec.
Rotation for leveling up as an Arcane Mage
- Cast  Arcane Intellect and Arcane Intellect and Frost Armor if you are missing their buffs. Frost Armor if you are missing their buffs.
- Cast  Arcane Intellect and Arcane Intellect and Frost Armor if you are missing their buffs. Use Frost Armor if you are missing their buffs. Use Mana Shield
in any situation where you could die. Mana Shield
in any situation where you could die.
- Cast  Arcane Intellect and Arcane Intellect and Ice Armor if you are missing their buffs. Use Ice Armor if you are missing their buffs. Use Mana Shield in
any situation where you could die. Mana Shield in
any situation where you could die.
- Cast  Arcane Intellect and Arcane Intellect and Mage Armor if you are missing their buffs. Use Mage Armor if you are missing their buffs. Use Mana Shield in
any situation where you could die. Mana Shield in
any situation where you could die.
- Cast  Arcane Intellect and Arcane Intellect and Molten Armor if you are missing their buffs. If you feel that your
Mana regeneration is lacking, use Molten Armor if you are missing their buffs. If you feel that your
Mana regeneration is lacking, use Mage Armor instead. Use Mage Armor instead. Use Mana Shield in any situation where you could die. Mana Shield in any situation where you could die.
- Cast  Fireball as your main attack. Fireball as your main attack.
- Cast  Frostbolt as your main attack. Frostbolt as your main attack.
- Always use a Wand and your  Shoot ability.
From Level 5 on, you can use Shoot ability.
From Level 5 on, you can use Lesser Magic Wand and quest zones gradually
offer you upgrades on your Wand. Lesser Magic Wand and quest zones gradually
offer you upgrades on your Wand.
- Cast  Fireball as your main attack. Fireball as your main attack.
- It is recommended to open with
 Frostbolt and then go into Frostbolt and then go into Arcane Missiles, as upon
channeling Arcane missiles the enemy will immediately start running toward you.
Therefore we will keep learning Arcane Missiles, as upon
channeling Arcane missiles the enemy will immediately start running toward you.
Therefore we will keep learning Frostbolt as an opener and to have
a spell available to cast when we get locked out on the Arcane spell school. Frostbolt as an opener and to have
a spell available to cast when we get locked out on the Arcane spell school.
- It is recommended to open with
 Frostbolt and then go into Frostbolt and then go into Arcane Missiles, as upon
channeling Arcane missiles the enemy will immediately start running toward you.
Therefore we will keep learning Arcane Missiles, as upon
channeling Arcane missiles the enemy will immediately start running toward you.
Therefore we will keep learning Frostbolt as an opener and to have
a spell available to cast when we get locked out on the Arcane spell school. In
order to kill strong enemies fast or speed up the killing process, you may also
cast Frostbolt as an opener and to have
a spell available to cast when we get locked out on the Arcane spell school. In
order to kill strong enemies fast or speed up the killing process, you may also
cast Arcane Blast, but be aware of the high Mana cost and spell
pushback that can come with this spell. Arcane Blast, but be aware of the high Mana cost and spell
pushback that can come with this spell.
 Mana Shield, can be kept up during
battle in order to minimize health lost. However, Mana Shield
also takes Mana from you, so you might have to spend more time drinking.
Generally it is recommended to use Mana Shield only as an emergency tool for
survival or if you notice that you spend more time regenerating Health than
regenerating Mana.
Mana Shield, can be kept up during
battle in order to minimize health lost. However, Mana Shield
also takes Mana from you, so you might have to spend more time drinking.
Generally it is recommended to use Mana Shield only as an emergency tool for
survival or if you notice that you spend more time regenerating Health than
regenerating Mana.
Utility skills, such as  Frost Nova,
should be used to keep enemies away from you or to freeze and finish them off.
Frost Nova,
should be used to keep enemies away from you or to freeze and finish them off.
Utility skills, such as  Frost Nova,
and AoE skills such as
Frost Nova,
and AoE skills such as  Cone of Cold should be used to keep enemies
away from you or finish off packs of enemies as required.
Cone of Cold should be used to keep enemies
away from you or finish off packs of enemies as required.
Utility skills, such as  Frost Nova,
and AoE skills such as
Frost Nova,
and AoE skills such as  Cone of Cold or
Cone of Cold or  Slow should be
used to keep enemies away from you or finish off packs of enemies as required.
Slow should be
used to keep enemies away from you or finish off packs of enemies as required.
You can make your own food and water with
 Conjure Food and
Conjure Food and  Conjure Water. These spells should
definitely be learned, as water and food from vendors will cost you far more
gold than these spells do. Sometimes other players even want to buy
conjured water and you can gain a little extra gold. Conjured items disappear
after 15 minutes of being logged out.
Conjure Water. These spells should
definitely be learned, as water and food from vendors will cost you far more
gold than these spells do. Sometimes other players even want to buy
conjured water and you can gain a little extra gold. Conjured items disappear
after 15 minutes of being logged out.
Summary of Trainer Skills for Arcane Mage
- At Level 1, buy  Arcane Intellect as
soon as you can afford it. It provides a significant boost to your Intellect
which lasts for 30 minutes. Arcane Intellect as
soon as you can afford it. It provides a significant boost to your Intellect
which lasts for 30 minutes.
- At Level 4, buy  Conjure Water and Conjure Water and Frostbolt. Conjure Water creates free water you can use while
leveling and to sell to others. Frostbolt deals strong single-target damage and
slows the target by 40%. Frostbolt. Conjure Water creates free water you can use while
leveling and to sell to others. Frostbolt deals strong single-target damage and
slows the target by 40%.
- At Level 6, buy  Conjure Food and Conjure Food and Fire Blast. Conjure Food creates free food you can use while
leveling and to sell to others while Fire Blast is usually used as a finisher or
to deal damage while moving. Fire Blast. Conjure Food creates free food you can use while
leveling and to sell to others while Fire Blast is usually used as a finisher or
to deal damage while moving.
- Also buy  Fireball at level 6, as
it does more damage than a Fireball at level 6, as
it does more damage than a Frostbolt without talents. Frostbolt without talents.
- At Level 8, buy  Polymorph, Polymorph, Arcane Missiles and Arcane Missiles and Frostbolt.
Polymorph Rank 1 allows you to take one humanoid or beast enemy out of combat
for 20 seconds, which is very useful for looting quest items guarded by a
single enemy or when dealing with several enemies. Only one enemy at a time
can be Polymorphed and, in TBC, crowd control effects can break at any time
with an increasingly-higher chance to break toward the end of the effect.
Arcane Missiles is your main nuke as they do not suffer from cast time
pushback. Frostbolt.
Polymorph Rank 1 allows you to take one humanoid or beast enemy out of combat
for 20 seconds, which is very useful for looting quest items guarded by a
single enemy or when dealing with several enemies. Only one enemy at a time
can be Polymorphed and, in TBC, crowd control effects can break at any time
with an increasingly-higher chance to break toward the end of the effect.
Arcane Missiles is your main nuke as they do not suffer from cast time
pushback.
- At Level 10, buy  Conjure Water, Conjure Water, Frost Armor and Frost Armor and Frost Nova. Frost Nova freezes
nearby enemies for 8 seconds, allowing you to regain distance on them before
re-engaging. In these low levels, the damage component of Frost Nova can also
be used to finish one enemy off and freeze another enemy to engage him with Frost Nova. Frost Nova freezes
nearby enemies for 8 seconds, allowing you to regain distance on them before
re-engaging. In these low levels, the damage component of Frost Nova can also
be used to finish one enemy off and freeze another enemy to engage him with Arcane Missiles if you are fighting multiple enemies. Arcane Missiles if you are fighting multiple enemies.
- At Level 12, buy  Dampen Magic, Dampen Magic, Conjure Food and Conjure Food and Slow Fall. Slow Fall slows your
falling speed at the cost of a Slow Fall. Slow Fall slows your
falling speed at the cost of a Light Feather. This comes in handy to
avoid fall damage and enable shortcuts that would otherwise lead to death. Light Feather. This comes in handy to
avoid fall damage and enable shortcuts that would otherwise lead to death.
- At Level 14, buy  Arcane Explosion, Arcane Explosion, Arcane Intellect, and Arcane Intellect, and Frostbolt. Arcane
Explosion is your main AoE spell with the single-target spec. It is an
instant-cast ability and can also be used to finish off low-health enemies. It
has a high Mana cost but lower threat than the Fire AoE spells you will
encounter later. Frostbolt. Arcane
Explosion is your main AoE spell with the single-target spec. It is an
instant-cast ability and can also be used to finish off low-health enemies. It
has a high Mana cost but lower threat than the Fire AoE spells you will
encounter later.
- At Level 16, buy  Arcane Missiles. Arcane Missiles.
- At Level 18, buy  Remove Lesser Curse.
Remove Lesser Curse is a bit niche for leveling since you will only rarely
get cursed. However, the ability of this spell to remove curses from yourself
or friends is very valuable later on in the game and you will definitely use
it. Remove Lesser Curse.
Remove Lesser Curse is a bit niche for leveling since you will only rarely
get cursed. However, the ability of this spell to remove curses from yourself
or friends is very valuable later on in the game and you will definitely use
it.
- At Level 20, buy  Blink, Blink, Frost Armor, Frost Armor, Frostbolt, Frostbolt, Conjure Water, Conjure Water, Evocation, Evocation, Polymorph, and Polymorph, and Mana Shield. Mana Shield.
- In Stormwind, Ironforge, Exodar (Alliance) and Orgrimmar, Undercity, Silvermoon (Horde) you can now buy the teleport spells for each city.
- Each Teleport spell requires you to use one
 Rune of Teleportation, which can be bought at any reagent vendor. You can
find reagent vendors by clicking the magnifier button on the mini map and they
will be automatically displayed there when you are close to one. The Teleport
spells can save a lot of travel time and makes learning new spells from your
Mage trainers very convenient. Rune of Teleportation, which can be bought at any reagent vendor. You can
find reagent vendors by clicking the magnifier button on the mini map and they
will be automatically displayed there when you are close to one. The Teleport
spells can save a lot of travel time and makes learning new spells from your
Mage trainers very convenient. Evocation is another great spell you
will never want to miss. It restores 60% of your total Mana within 8 seconds.
Use this ability as often as you can, as this will also increase your leveling
speed by not having to drink. Evocation is another great spell you
will never want to miss. It restores 60% of your total Mana within 8 seconds.
Use this ability as often as you can, as this will also increase your leveling
speed by not having to drink. Blink is a utility spell that allows
you to travel 20 yards instantly. It removes rooting effects and most stuns from
you; you can use it together with Blink is a utility spell that allows
you to travel 20 yards instantly. It removes rooting effects and most stuns from
you; you can use it together with Frost Nova to get away from enemies
and you can use it as a tactical spell in dungeons to move out of aoe effects or to
reposition yourself instead of walking to a new position for several seconds.
Other applications of Blink are to skip enemies and to prevent death from falling
— when falling down from somewhere, Blink can be used shortly before
hitting the ground to avoid fall damage. Frost Nova to get away from enemies
and you can use it as a tactical spell in dungeons to move out of aoe effects or to
reposition yourself instead of walking to a new position for several seconds.
Other applications of Blink are to skip enemies and to prevent death from falling
— when falling down from somewhere, Blink can be used shortly before
hitting the ground to avoid fall damage. Mana Shield will avoid cast
time pushback and will absorb damage in dangerous situations. However, it costs
Mana, so it is advised to be used only when needed as you will have to regenerate
that Mana again. Mana Shield will avoid cast
time pushback and will absorb damage in dangerous situations. However, it costs
Mana, so it is advised to be used only when needed as you will have to regenerate
that Mana again.
- At Level 22, buy
 Arcane Explosion and Arcane Explosion and Conjure Food. Conjure Food.
- At Level 24, buy
 Arcane Missiles, Arcane Missiles, Dampen Magic, and Dampen Magic, and Counterspell. Counterspell instantly interrupts enemy casts and
prevents spells of the interrupted school from being cast for 10 seconds.
This ability has a 30-second cooldown and finds a variety of applications in
PvP and PvE. Counterspell. Counterspell instantly interrupts enemy casts and
prevents spells of the interrupted school from being cast for 10 seconds.
This ability has a 30-second cooldown and finds a variety of applications in
PvP and PvE.
- At Level 26, buy  Cone of Cold
and Cone of Cold
and Frostbolt. Cone of Cold slows enemies in front of you
with a frontal cone. It can be used to deal damage to groups of enemies or
finish them off. It can also be used defensively to flee from dangerous
situations since it is instant-cast and slows enemies for 8 seconds. If you
use it as a defensive ability, always use Rank 1 to save mana. Frostbolt. Cone of Cold slows enemies in front of you
with a frontal cone. It can be used to deal damage to groups of enemies or
finish them off. It can also be used defensively to flee from dangerous
situations since it is instant-cast and slows enemies for 8 seconds. If you
use it as a defensive ability, always use Rank 1 to save mana.
- At Level 28, buy
 Arcane Intellect, Arcane Intellect, Mana Shield, and Mana Shield, and Conjure Mana Agate. Conjure Mana Agate is the first out of five
spells that create Mana Gems, which can be used in and out of combat to instantly
restore Mana. These gems do not share a cooldown with Conjure Mana Agate. Conjure Mana Agate is the first out of five
spells that create Mana Gems, which can be used in and out of combat to instantly
restore Mana. These gems do not share a cooldown with Mana Potions, have
a 2-minute cooldown, and are consumed on use. Except for the last rank of this
spell, these gems cost more Mana to make than they restore, so only use the first
four ranks if really needed. As any conjured item, these are destroyed when
logging out for more than 15 minutes. Mana Potions, have
a 2-minute cooldown, and are consumed on use. Except for the last rank of this
spell, these gems cost more Mana to make than they restore, so only use the first
four ranks if really needed. As any conjured item, these are destroyed when
logging out for more than 15 minutes.
- At Level 30, buy  Ice Armor, Ice Armor, Ice Block, Ice Block, Arcane Explosion, Arcane Explosion, Conjure Water, and Conjure Water, and Teleport: Darnassus (Alliance)
or Teleport: Darnassus (Alliance)
or Teleport: Thunder Bluff (Horde) at the respective city's portal
trainers. You now stop using Teleport: Thunder Bluff (Horde) at the respective city's portal
trainers. You now stop using Frost Armor and use the slightly-better
Ice Armor instead. Frost Armor and use the slightly-better
Ice Armor instead. Ice Block is very useful if you get into hairy
situations and can be used to remove debuffs on you, avoid any kind of damage,
and to buy time when you are waiting for another cooldown or a healing spell to
land on you in group content. This spell is very versatile and it is recommended to
get a feeling of when to use it. Ice Block is very useful if you get into hairy
situations and can be used to remove debuffs on you, avoid any kind of damage,
and to buy time when you are waiting for another cooldown or a healing spell to
land on you in group content. This spell is very versatile and it is recommended to
get a feeling of when to use it.
- At Level 32, buy  Conjure Food, Conjure Food, Arcane Missiles, and Arcane Missiles, and Frostbolt. Frostbolt.
- At Level 34, buy  Mage Armor.
With Mage Armor, 30% of your Mana regeneration continues while casting. This
may not sound like much, but it makes a significant difference for leveling
speed. Further, it gives a small amount of magic resistance. At this point,
should you get hit by physical attacks, you have talents to compensate for
the extra damage which allows you to use Mage Armor over Mage Armor.
With Mage Armor, 30% of your Mana regeneration continues while casting. This
may not sound like much, but it makes a significant difference for leveling
speed. Further, it gives a small amount of magic resistance. At this point,
should you get hit by physical attacks, you have talents to compensate for
the extra damage which allows you to use Mage Armor over Ice Armor. Ice Armor.
- At Level 35  Portal: Theramore and Portal: Theramore and Teleport: Theramore is available to learn for Alliance players in
Theramore while Horde players can learn Teleport: Theramore is available to learn for Alliance players in
Theramore while Horde players can learn Portal: Stonard/ Portal: Stonard/ Teleport: Stonard in Stonard. The Stonard portal is useful
later on to get to Karazhan fast. Teleport: Stonard in Stonard. The Stonard portal is useful
later on to get to Karazhan fast.
- At Level 36, buy  Dampen Magic
and Dampen Magic
and Mana Shield. Mana Shield.
- At Level 38, buy
 Arcane Explosion, Arcane Explosion, Conjure Mana Jade, and Conjure Mana Jade, and Frostbolt. Frostbolt.
- At Level 40, buy
 Arcane Missiles, Arcane Missiles, Conjure Water and Conjure Water and Polymorph. At Level 40, you can also start to buy the portal
spells for each major city, except for Darnassus and Thunder Bluff which
become trainable at level 50. Portals use a Polymorph. At Level 40, you can also start to buy the portal
spells for each major city, except for Darnassus and Thunder Bluff which
become trainable at level 50. Portals use a Rune of Portals from a
reagent vendor and can be used by anyone in your group. Rune of Portals from a
reagent vendor and can be used by anyone in your group.
- At Level 42, buy
 Arcane Intellect and Arcane Intellect and Conjure Food. Conjure Food.
- At Level 44, buy  Mana Shield
and Mana Shield
and Frostbolt. Frostbolt.
- At Level 46, buy  Mage Armor
and Mage Armor
and Arcane Explosion. Arcane Explosion.
- At Level 48, buy
 Arcane Missiles, Arcane Missiles, Dampen Magic and Dampen Magic and Conjure Mana Citrine. Conjure Mana Citrine.
- At Level 50, buy  Frostbolt, Frostbolt, Conjure Water and Conjure Water and Portal: Darnassus (Alliance) or Portal: Darnassus (Alliance) or Portal: Thunder Bluff (Horde) at each respective city's portal
trainers. Portal: Thunder Bluff (Horde) at each respective city's portal
trainers.
- At Level 52, buy  Conjure Food
and Conjure Food
and Mana Shield. Mana Shield.
- At Level 54, buy
 Arcane Explosion. Arcane Explosion.
- At Level 56, buy  Frostbolt, Frostbolt, Arcane Missiles, Arcane Missiles, Arcane Intellect, and Arcane Intellect, and Arcane Brilliance. Arcane Brilliance buffs your whole group
with Arcane Intellect for one hour and requires one charge of Arcane Brilliance. Arcane Brilliance buffs your whole group
with Arcane Intellect for one hour and requires one charge of Arcane Powder from reagent vendors per cast. Arcane Powder from reagent vendors per cast.
- At Level 58, buy  Conjure Mana Ruby
and Conjure Mana Ruby
and Mage Armor. Mage Armor.
- At Level 60, buy  Conjure Food, Conjure Food, Conjure Water, Conjure Water, Frostbolt, Frostbolt, Polymorph, Polymorph, Mana Shield, Mana Shield, Arcane Missiles, Arcane Missiles, Dampen Magic and Dampen Magic and Teleport: Shattrath in the middle of Shattrath (Alliance and Horde).
In Outland you can buy better Teleport: Shattrath in the middle of Shattrath (Alliance and Horde).
In Outland you can buy better Filtered Draenic Water at level 60 and Filtered Draenic Water at level 60 and Purified Draenic Water at Level 65, which are both better than the conjured
Level 60 water. The Level 65 food Purified Draenic Water at Level 65, which are both better than the conjured
Level 60 water. The Level 65 food Clefthoof Ribs is also better than
the conjured Level 60 food. Clefthoof Ribs is also better than
the conjured Level 60 food.
- At Level 62, buy  Molten Armor
and Molten Armor
and Arcane Explosion. If you feel that you take too much
damage and Mana is not a concern, Molten Armor is the new suggested Armor
type. It adds 3% crit chance and damages mobs when they hit you. It also
decreases the chance to be critically hit with Physical melee attacks. If
incoming damage is no problem and/or Mana is a problem, stick to Mage Armor.
At this point, you can decide which armor type you prefer, based on your own
experience. Arcane Explosion. If you feel that you take too much
damage and Mana is not a concern, Molten Armor is the new suggested Armor
type. It adds 3% crit chance and damages mobs when they hit you. It also
decreases the chance to be critically hit with Physical melee attacks. If
incoming damage is no problem and/or Mana is a problem, stick to Mage Armor.
At this point, you can decide which armor type you prefer, based on your own
experience.
- At Level 63, buy  Frostbolt
and Frostbolt
and Arcane Missiles. Arcane Missiles.
- At Level 63, buy  Arcane Blast.
This spell is the Mage's highest DPS spell in TBC, but also the most
Mana-intensive. Use this spell in conjunction with your Arcane Blast.
This spell is the Mage's highest DPS spell in TBC, but also the most
Mana-intensive. Use this spell in conjunction with your Mana Shield, Mana Shield, Frost Nova, Frost Nova, Slow, and Slow, and Arcane Power to
finish off strong enemies fast. The Mana consumption of this spell is so high
that we recommend to avoid it while leveling unless its burst damage is needed.
Each time you cast Arcane Blast, you gain one stack of a debuff, stacking up
to a maximum of 3. This debuff makes your Arcane Blast cast faster, but also
cost much more Mana. On top of its Mana inefficiency, Arcane Blast is,
contrary to your talented Arcane Missiles, also subject to spell pushback. Arcane Power to
finish off strong enemies fast. The Mana consumption of this spell is so high
that we recommend to avoid it while leveling unless its burst damage is needed.
Each time you cast Arcane Blast, you gain one stack of a debuff, stacking up
to a maximum of 3. This debuff makes your Arcane Blast cast faster, but also
cost much more Mana. On top of its Mana inefficiency, Arcane Blast is,
contrary to your talented Arcane Missiles, also subject to spell pushback.
- At Level 65, buy  Conjure Water,
and Conjure Water,
and Portal: Shattrath in the middle of Shattrath (Alliance and
Horde). Portal: Shattrath in the middle of Shattrath (Alliance and
Horde).
- At Level 66, buy  Dampen Magic. Dampen Magic.
- At Level 68, buy  Invisibility, Invisibility, Mana Shield, and Mana Shield, and Conjure Mana Emerald.
Invisibility is a new spell that takes 5 seconds to make you invisible. During
that time, you fade, which is useful in dungeon groups, as it reduces your
threat against all targets by 20% per second until you finally become
invisible and drop combat. This spell can also be used to sneak by enemies
and reach a quest spot earlier, or to flee and avoid death. The new Mana
Emerald contains 3 charges and restores more Mana than it takes to conjure, so
you can both use it like the old gems and also use it in between too for a
net Mana regeneration. Conjure Mana Emerald.
Invisibility is a new spell that takes 5 seconds to make you invisible. During
that time, you fade, which is useful in dungeon groups, as it reduces your
threat against all targets by 20% per second until you finally become
invisible and drop combat. This spell can also be used to sneak by enemies
and reach a quest spot earlier, or to flee and avoid death. The new Mana
Emerald contains 3 charges and restores more Mana than it takes to conjure, so
you can both use it like the old gems and also use it in between too for a
net Mana regeneration.
- At Level 69, buy  Mage Armor, Mage Armor, Frostbolt and Frostbolt and Arcane Missiles. Arcane Missiles.
- At Level 70, buy  Arcane Intellect, Arcane Intellect, Arcane Explosion, and Arcane Explosion, and Spellsteal. Spellsteal. Arcane Brilliance, Arcane Brilliance, Conjure Food, and Conjure Food, and Conjure Water are learned from the books Conjure Water are learned from the books Tome of Arcane Brilliance 2, Tome of Arcane Brilliance 2, Tome of Conjure Food VIII, and Tome of Conjure Food VIII, and Tome of Conjure Water IX, which are all Level 70 dungeon drops.
Learning Rank 9 of Conjure Water and Rank 8 of Conjure Food is most important,
because these two spells unlock Tome of Conjure Water IX, which are all Level 70 dungeon drops.
Learning Rank 9 of Conjure Water and Rank 8 of Conjure Food is most important,
because these two spells unlock Ritual of Refreshment at your
trainer. Ritual of Refreshment uses two Ritual of Refreshment at your
trainer. Ritual of Refreshment uses two Arcane Powders per cast and
summons a table which gives everyone who uses it up to 80
Conjured Mana Biscuits. Spellsteal steals one beneficial magic effect
from your target, which you can benefit from for a maximum of two minutes.
There are a few, but not too many good spells you can steal. However, this
ability is required to defeat High King Maulgar in the Gruul's Lair raid. Arcane Powders per cast and
summons a table which gives everyone who uses it up to 80
Conjured Mana Biscuits. Spellsteal steals one beneficial magic effect
from your target, which you can benefit from for a maximum of two minutes.
There are a few, but not too many good spells you can steal. However, this
ability is required to defeat High King Maulgar in the Gruul's Lair raid.
Additional Arcane Mage Information After Reaching Level 70
After you reached level 70, there is still a lot to learn. Our Arcane Mage PvE Guide covers the most relevant and up-to-date information about your Arcane Mage spells, talents, rotation, gear, and many more.
Changelog
- 31 Jul. 2025: Reviewed for TBC Anniversary.
- 02 Jun. 2021: Added link to Level 70 class guide for this spec.
- 28 May 2021: Fixed typos and spell ranks.
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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