WoW Forever Mage guide, levels 20 to 30: spells, talents and class quests

This guide picks up where Mage levels 1 to 20 ends and runs to level 30, the beta's level cap.

Which spells does a Mage learn after level 20?

What do these new spells do?

  • Scorch: Scorch the enemy for 38 to 46 Fire damage.

  • Counterspell: Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 10 seconds. Generates a high amount of threat.

  • Conjure Mana Agate: Conjures a mana agate that can be used to instantly restore 375 to 425 mana.

    Conjured items disappear if logged out for more than 15 minutes.

  • Teleport: Darnassus: Teleports the caster to Darnassus.

  • Teleport: Thunder Bluff: Teleports the caster to Thunder Bluff.

  • Ice Armor: Increases Armor by 290 and frost resistance by 6. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 seconds. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 minutes.

Which talents can you choose between levels 20 and 30?

You get one talent point at every level from level 10. Each row after the first requires five more points spent in earlier rows of the same tree. By level 30, you can reach the fifth row by spending twenty points in its earlier rows. The effects below are for each talent's first rank; Mage levels 1 to 20 lists the first row.

  • Arcane
    • Arcane Subtlety (max 2): Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%.
    • Magic Absorption (max 2): Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec.
    • Arcane Concentration (max 5): Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
    • Arcane Resilience (max 2): Increases your Armor by an amount equal to 25% of your Intellect.
    • Arcane Geometry (max 2): Increases the range of your Arcane spells by 3 yards.
    • Arcane Impact (max 3): Increases the critical strike chance of your Arcane spells by 2%.
    • Arcane Blast (max 1)
    • Arcane Shielding (max 2): Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%.
    • Improved Counterspell (max 2): Your Counterspell also Silences the target for 2 sec.
    • Arcane Meditation (max 3): Allows 17% of your Mana regeneration to continue while casting.
    • Missile Barrage (max 1): Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
    • Presence of Mind (max 1): When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
    • Arcane Mind (max 5): Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%.
  • Fire
    • Ignite (max 5): Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 seconds.
    • Flame Throwing (max 2): Increases the range of your Fire spells by 3 yards.
    • Impact (max 3): Gives your Fire spells a 3% chance to stun the target for 2 seconds.
    • Burning Soul (max 3): Gives your Fire spells a 23% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 10%.
    • Improved Flamestrike (max 3): Increases the critical strike chance of your Flamestrike spell by 5%.
    • Pyroblast (max 1)
    • Improved Scorch (max 3): Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 seconds, stacking up to 5 times.
    • Improved Fire Ward (max 2): Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.
    • Heating Up (max 1): Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch reduce the cast time of your next Pyroblast cast within 20 seconds by 25%, stacking up to 3 times.
    • Master of Elements (max 3): Your Fire and Frost critical strikes will refund 10% of their base mana cost.
    • Critical Mass (max 3): Increases the critical strike chance of your Fire spells by 2%.
    • Blast Wave (max 1)
  • Frost
    • Ice Shards (max 5): Increases the critical strike damage bonus of your Frost spells by 20%.
    • Permafrost (max 3): Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%.
    • Improved Frost Nova (max 2): Reduces the cooldown of your Frost Nova spell by 2 sec.
    • Frostbite (max 3): Gives your Chill effects a 5% chance to Freeze the target for 5 seconds.
    • Piercing Ice (max 3): Increases the damage done by your Frost spells by 2%.
    • Frost Channeling (max 3): Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.
    • Ice Lance (max 1)
    • Improved Blizzard (max 3): Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 seconds.
    • Arctic Reach (max 2): Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.
    • Ice Block (max 1): You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.
    • Shatter (max 3): Increases the critical strike chance of all your spells against Frozen targets by 17%.
    • Improved Cone of Cold (max 3): Increases the damage dealt by your Cone of Cold spell by 12%.
    • Cold Snap (max 1): Finishes the remaining cooldown on all your other Frost spells.
    • Fingers of Frost (max 2)

Which Mage class quests can you take from level 20 to 30?

Only a Mage can take these quests. Each line names the quest and its level, and the side when only one side offers it. Open a quest for its giver, steps and rewards.

What do you plan next as a Mage?

Spend your points in the Mage talent planner and check every rank in the Mage spellbook.

Adventurers’ notes

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