TBC Classic Frost Mage Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Frost Mage in TBC Classic.
Frost 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 damage and healing taken and decrease damage taken. The armor buffs 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.
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.
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.
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 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 it's 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.
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.
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.
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 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.
Teleport Spells: Every Mage can teleport to it's faction's major cities at the cost of one 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.
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.
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.
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 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.
Freeze — Exclusively available to Frost Mages, this spell of the Water Elemental can freeze enemies in a 8 yard radius anywhere around the Mage for 8 seconds. Can be used in conjunction with Frost Nova to keep enemies away from the group or to slow them down while they approach. With the Shatter talent, frozen enemies have a 50% increased chance to get critically hit by Frost Mages.
Frost Nova — Freezes enemies 8 yards around the Mage for 8 seconds and serves the same purpose as Freeze.
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.
Frost Mages use different offensive abilities than Fire or Arcane Mages.
Ice Lance — An instant cast spell that deals three times damage against frozen targets. Very good to use directly after a Frostbolt ("Shatter Combo"), if the target is frozen. Can also be used to freeze a target with Winter's Chill while running from it.
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.
Fire Blast — An instant cast ability, mostly used while running, as it does more damage than Ice Lance.
Summon Water Elemental — Summons a Water Elemental that assists you in combat for 45 seconds. This Elemental has the damage dealing Waterbolt and the ranged Frost Nova Freeze. It is recommended to make the following two macros:
- /cast Frostbolt
- /cast Freeze
The first Macro will make the Water Elemental automatically cast Waterbolt if you cast Frostbolt, the second macro will cast the ranged Frost Nova Water Elemental has. In raids it is advised to coordinate Bloodlust/Heroism cooldowns. If you summon your pet before Shamans use their cooldown, the Water Elemental will benefit from the 30% Haste effect as well and deal 30% more damage.
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. Use this when ability as often as possible.
Cold Snap — Resets the cooldown of all Frost abilities, which enables you to use Icy Veins and Summon Water Elemental twice in a row. This ability makes your DPS skyrocket in short fights.
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.
Frost Ward — Absorbs Frost Damage.
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 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.
Ice Barrier — A Frost spec exclusive spell, that protects the caster from all kinds of damage.
- 30 May 2021: Guide added.
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