Mists of Pandaria 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 Mists of Pandaria Classic.
Arcane Mage Spells, Cooldowns and Abilities
The lists below will be in alphabetical order, with a detailed description of each spell. For interactions of spells, cooldowns, spells obtained from talents and how to best use them, there is a more detailed guide in the Arcane Mage Rotations Guide.
Basic Spells From the Mage Trainers
This segment outlines the various abilities, essential for any Mage, thaught by Mage trainers.
Alter Time — returns you to your original location and restores your health, mana, buffs, and debuffs either when activated a second time or automatically after six seconds.
Arcane Brilliance — increases the target's spell power by 10% and their critical strike chance by 5%
Arcane Explosion — causes an explosion of arcane magic around the caster, dealing damage to all targets within 10 yards.
Blink — teleports the caster 20 yards forward and removes stuns and snares.
Blizzard — deals damage in it's area over 8 seconds and slows all targets by 50%.
Cone of Cold — targets in a cone in front of the caster take heavy Frost damage and are slowed by 60% for 6 seconds.
Conjure Mana Gem — conjures a Mana Gem that can be used to instantly restore mana, and holds up to 3 charges.
Conjure Refreshment — conjures mana food providing the Mage and his allies with something to eat.
Conjure Refreshment Table — conjures a refreshment table. Raid members can click the table to acquire Conjured mana food.
Counterspell — counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 6 seconds
Deep Freeze — stuns the target for 5 seconds. Only usable on Frozen targets.
Evocation — you gain 15% of your total mana instantly and another 45% of your total mana over 6 seconds.
Fire Blast — blasts the enemy for Fire damage.
Flamestrike — burns all enemies within the area for Fire damage and leaves a DoT on the ground for 8 seconds.
Frost Armor — increases your spell haste by 7% and slows attackers by 30% for 5 seconds.
Frost Bomb — places a Frost Bomb on the target. After 4 sec, the bomb explodes, dealing Frost damage to the primary target and all other targets within 10 yards. All affected targets are slowed by 70% for 2 seconds. Frost Bomb's countdown and cooldown are reduced by haste. This spell is strongest when it can hit 5 or more targets with the explosion.
Frost Nova — blasts enemies near the caster for Frost damage and freezes them in place for up to 8 seconds. Damage caused may interrupt the effect.
Frostbolt — launches a bolt of frost at the enemy, causing Frost damage and slowing movement speed by 50% for 15 seconds. If targetet at the Water Elemental, it heals it.
Frostfire Bolt — launches a bolt of frostfire at the enemy, causing Frostfire damage and slowing the target by 40% for 8 seconds.
Ice Block — encases you 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. Causes Hypothermia, preventing you from recasting Ice Block for 30 seconds.
Ice Lance — deals Frost damage to an enemy target. Damage is quadrupled against frozen targets.
Invisibility — turns the caster invisible over 3 seconds, reducing threat each second. While invisible, you are untargetable by enemies. Lasts 20 seconds. Invisibility is cancelled if you perform any actions.
Mage Armor — increases your Mastery by 3000. The duration of all harmful Magic effects used against you is reduced by 25%.
Mirror Image — creates 3 copies of the caster nearby, which cast spells and attack the Mage's enemies. Lasts 30 seconds.
Molten Armor — increases your spell critical strike chance by 5%. Reduces all physical damage taken by 6%.
Nether Tempest — places a Nether Tempest on the target which deals Arcane damage over 12 seconds. Each time Nether Tempest deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. This spell is strongest when applied to 3 or 4 targets.
Polymorph — transforms the enemy into a lovely pet, forcing it to wander around for up to 50 seconds. While wandering, the enemy cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
- Teleport / Portal spells — teleport the caster to different places or opens a portal for his allies to go through. Mages can learn teleport/portal spells to reach various destinations.
Remove Curse — removes all Curses from a friendly target.
Slow Fall — slows friendly party or raid target's falling speed for 30 seconds.
Spellsteal — steals a beneficial magic effect from the target. This effect lasts a maximum of 2 minutes.
Time Warp — warps the flow of time, increasing melee, ranged, and spell haste by 30% for all party and raid members. Lasts 40 seconds. and makes receivers of this buff unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 minutes.
Arcane Mage Specialization Spells
Here you find the Arcane Mage specific abilities. Arcane Mage specific spells from talents can be found in the Arcane Mage Talents Guide.
Arcane Barrage — Launches bolts of arcane energy at the enemy target, causing Arcane damage. Consumes all Arcane Charges. Arcane Barrage's damage is increased by 50% per Arcane Charge, and it hits one additional nearby target per Arcane Charge for 50% damage.
Arcane Blast — blasts the target with energy, dealing Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge.
Arcane Charge — An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage and Evocation. Stacks up to four times, lasts 10 seconds, and is consumed upon casting one of the spells mentioned. Arcane Explosion refreshes charges and has a 30% chance to generate a charge if at least one target is hit.
Arcane Missiles — Launches five waves of Arcane Missiles at the enemy over 2 seconds, causing Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit two charges.
Arcane Power — When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec.
Mastery: Mana Adept — Increases all spell damage done by up to 16%, based on the amount of mana the Mage has unspent.
Slow — reduces target's movement speed by 50%, and increases casting time by 60% (25% on player targets) for 15 seconds. Slow can only affect one target at a time.
Changelog
- 24 Jun. 2025: Guide added.
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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.