The game describes the Mage as: “The glass cannon. The biggest area damage in Azeroth, and nothing to hide behind.” It fights at range, starts every run with Fireball, and has the fourth highest base health of the nine classes at 215.
Mage at a glance
| Base health | 215 (fourth highest of nine) |
|---|---|
| Fights | At range |
| Starting spell | Fireball |
| Spell pool | 13 spells |
| Talent trees | Arcane, Fire, Frost |
| Death-save talent | None in the data |
Race changes the final number: Orc adds 10% maximum health and Tauren 15%. See the class tier list for every race trait and how the nine classes compare.
Spell pool
Level-up cards offer spells from this pool. Fireball is the one you start with.
- Fireball · starting spell
- Frostbolt
- Arcane Missiles
- Frost Nova
- Arcane Explosion
- Blizzard
- Flamestrike
- Fire Blast
- Cone of Cold
- Blast Wave
- Pyroblast
- Ice Barrier
- Polymorph
Talent trees
Talent points come from talent experience earned in runs and stay with the class. A row opens for every 5 points spent in its tree. The single-rank talents at 10, 20 and 30 points are milestones and capstones that change how your spells behave:
- Arcane: 10 points · Arcane Concentration, 20 points · Presence of Mind, 30 points · Arcane Power
- Fire: 10 points · Ignite, 20 points · Hot Streak, 30 points · Pyroclasm
- Frost: 10 points · Frostbite, 20 points · Splitting Ice, 30 points · Summon Water Elemental
Arcane
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Arcane Focus | Open | 5 | Arcane spells deal 5% more damage. |
| Arcane Subtlety | Open | 5 | Increases your luck by 8%. |
| Improved Arcane Explosion | 5 pts | 3 | Arcane Explosion reaches 12% farther. |
| Magic Absorption | 5 pts | 5 | Increases your maximum health by 4%. |
| Arcane Concentration | 10 pts | 1 | Milestone. Clearcasting: every spell you cast has a X% chance to set off a free Arcane Explosion. |
| Arcane Meditation | 10 pts | 3 | Regenerate 0.6 more health per second. |
| Arcane Mind | 15 pts | 5 | Your cooldowns recover 2.5% faster. |
| Improved Blink | 15 pts | 3 | Increases your movement speed by 3%. |
| Presence of Mind | 20 pts | 1 | Milestone. Arcane Missiles fires 2 more missiles, and each missile leaps on to another enemy for its full damage. |
| Arcane Instability | 20 pts | 3 | Increases all damage and your critical strike chance by 2%. |
| Arcane Fortitude | 25 pts | 3 | Reduces all damage taken by 2.5%. |
| Arcane Reach | 25 pts | 3 | 2.5% chance for any spell to strike twice. |
| Arcane Power | 30 pts | 1 | Capstone. You start every run with Arcane Missiles instead of Fireball, and your spells strike twice 20% more often. Your echoes cascade: a spell that strikes twice by chance rolls again to strike once more, up to 3 more times in a row. |
Fire
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Improved Fireball | Open | 5 | Fireball’s cooldown is 4% shorter. |
| Impact | Open | 5 | Your Fire spells have a X% chance to stun what they hit for 1 sec. |
| Flame Throwing | 5 pts | 2 | Fire spells cover 6% more ground. |
| Improved Flamestrike | 5 pts | 5 | Flamestrike and Blast Wave deal 6% more damage. |
| Ignite | 10 pts | 1 | Milestone. Your Fire critical strikes ignite the target for X% of the hit over 4 sec. |
| Incinerate | 10 pts | 3 | Fire Blast deals 12% more damage. |
| Master of Elements | 15 pts | 3 | Increases your critical strike damage by 8%. |
| Critical Mass | 15 pts | 3 | Increases your critical strike chance by 1.5%. |
| Hot Streak | 20 pts | 1 | Milestone. Every fourth Fire critical strike casts a free Pyroblast, at most twice a second. |
| Fire Power | 20 pts | 5 | Fire spells deal 4% more damage. |
| Burning Soul | 25 pts | 3 | Increases your maximum health by 3%. |
| Improved Blast Wave | 25 pts | 3 | Blast Wave and Pyroblast cooldowns are 8% shorter. |
| Pyroclasm | 30 pts | 1 | Capstone. You start every run with Pyroblast, and enemies killed by your Fire spells explode for X% of their maximum health on everything within 6 yd, at most 3 a second. |
Frost
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Frost Warding | Open | 5 | Reduces all damage taken by 1%. |
| Improved Frostbolt | Open | 5 | Frostbolt’s cooldown is 4% shorter. |
| Elemental Precision | 5 pts | 3 | Increases all damage by 2%. |
| Ice Shards | 5 pts | 5 | Increases your critical strike damage by 6%. |
| Frostbite | 10 pts | 1 | Milestone. Your Frost spells have a X% chance to freeze what they hit in place for 1.5 sec. |
| Piercing Ice | 10 pts | 3 | Frost spells deal 5% more damage. |
| Shatter | 15 pts | 5 | You deal 5% more damage to frozen, stunned, slowed or fleeing enemies. |
| Arctic Reach | 15 pts | 2 | Frost Nova, Cone of Cold and Blizzard reach 10% farther. |
| Splitting Ice | 20 pts | 1 | Milestone. Frostbolt splinters on impact: X% of its damage to every enemy within 5 yd of its target. |
| Frost Channeling | 20 pts | 3 | Your cooldowns recover 2.5% faster. |
| Permafrost | 25 pts | 3 | Increases your maximum health by 3%. |
| Improved Ice Barrier | 25 pts | 3 | Ice Barrier absorbs 20% more. |
| Summon Water Elemental | 30 pts | 1 | Capstone. You start every run with Frostbolt instead of Fireball. A Water Elemental fights at your side, hurling Frostbolts, and a free Frost Nova bursts from you every 8 sec. |
Staying alive as a Mage
The Mage has no talent that prevents a killing blow, so health, healing and keeping distance matter more.
Other defensive talents: Arcane Meditation (Arcane).
Where to go next
Start in Elwynn Forest and follow the zone unlock order. Before a long session, back up your save: talent points and collected gear are stored per class.
Questions
What is the Mage’s starting spell?
Fireball. The Mage starts every run with it; other spells from its 13-spell pool appear as level-up choices.
How much health does the Mage have?
215 base health in the v0.103.1 game data, the fourth highest of the nine classes, before race, talent and equipment bonuses.
What talent trees does the Mage have?
Arcane, Fire, Frost. Each tree has 13, 13, 13 talents respectively, with milestones at 10, 20 and 30 points spent.
Sources & scope
Read from the original game’s v0.103.1 (671c6f5e) WebAssembly build on 2026-10-20: the class record (health, starting spell, spell pool, colour) and the talent records (tree, row, ranks, text and stored number). Health is the class base before race, talent and equipment modifiers. A bold number in a talent is the value stored for it; we have not confirmed in a run whether the in-game tooltip shows it per rank or in total, and “X” marks a number we could not read reliably. Nothing here is a measured clear rate.


