Mage talents
0points left11/35/5 · level 60
Arcane
11Fire
35Frost
5All Mage talents as a list
Arcane
Wand Specialization 2/2
Increases your damage with Wands by 25%.
Arcane Focus 3/5
Improves your chance to hit with Arcane spells by 3%.
Improved Channeling 0/5
Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 14% chance while casting Arcane Blast.
Arcane Subtlety 1/2
Requires 5 points in Arcane
Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%.
Magic Absorption 0/2
Requires 5 points in Arcane
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 5/5
Requires 5 points in Arcane
Gives you a 10% 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 0/2
Requires 5 points in Arcane
Increases your Armor by an amount equal to 25% of your Intellect.
Arcane Geometry 0/2
Requires 10 points in Arcane
Increases the range of your Arcane spells by 3 yards.
Arcane Impact 0/3
Requires 10 points in Arcane
Increases the critical strike chance of your Arcane spells by 2%.
Arcane Blast 0/1
Requires 10 points in Arcane
Blasts the target with energy, dealing 54 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Arcane Shielding 0/2
Requires 15 points in Arcane
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 0/2
Requires 15 points in Arcane
Your Counterspell also Silences the target for 2 sec.
Arcane Meditation 0/3
Requires 15 points in Arcane
Requires Arcane Concentration at rank 5
Allows 17% of your Mana regeneration to continue while casting.
Missile Barrage 0/1
Requires 15 points in Arcane
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 0/1
Requires 20 points in Arcane
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Arcane Mind 0/5
Requires 20 points in Arcane
Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%.
Arcane Instability 0/3
Requires 25 points in Arcane
Increases the damage done by your spells by 1% and your critical strike chance by 1%.
Arcane Power 0/1
Requires 30 points in Arcane
Requires Presence of Mind at rank 1
For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Fire
Wake of Fire 0/2
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%.
Incineration 3/3
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 6%.
Improved Fireball 5/5
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.5 sec.
Ignite 5/5
Requires 5 points in Fire
Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.
Flame Throwing 2/2
Requires 5 points in Fire
Increases the range of your Fire spells by 6 yards.
Impact 0/3
Requires 5 points in Fire
Gives your Fire spells a 3% chance to stun the target for 2 sec.
Burning Soul 0/3
Requires 10 points in Fire
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 3/3
Requires 10 points in Fire
Increases the critical strike chance of your Flamestrike spell by 15%.
Pyroblast 1/1
Requires 10 points in Fire
Hurls an immense fiery boulder that causes 110 Fire damage and an additional 44 Fire damage over 12 sec.
Improved Scorch 3/3
Requires 15 points in Fire
Your Scorch spell has a 100% 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 sec, stacking up to 5 times.
Improved Fire Ward 0/2
Requires 15 points in Fire
Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.
Heating Up 1/1
Requires 15 points in Fire
Requires Pyroblast at rank 1
Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch reduce the cast time of your next Pyroblast cast within 20 sec by 25%, stacking up to 3 times.
Master of Elements 3/3
Requires 15 points in Fire
Your Fire and Frost critical strikes will refund 30% of their base mana cost.
Critical Mass 3/3
Requires 20 points in Fire
Increases the critical strike chance of your Fire spells by 6%.
Blast Wave 0/1
Requires 20 points in Fire
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 163 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Fire Power 5/5
Requires 25 points in Fire
Increases the damage done by your Fire spells by 10%.
Combustion 1/1
Requires 30 points in Fire
Requires Critical Mass at rank 3
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 non-periodic critical strikes with Fire spells.
Frost
Frost Warding 0/2
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Improved Frostbolt 0/5
Reduces the casting time of your Frostbolt spell by 0.1 sec.
Elemental Precision 5/5
Improves your chance to hit with Frost and Fire spells by 5%.
Ice Shards 0/5
Requires 5 points in Frost
Increases the critical strike damage bonus of your Frost spells by 20%.
Permafrost 0/3
Requires 5 points in Frost
Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%.
Improved Frost Nova 0/2
Requires 5 points in Frost
Reduces the cooldown of your Frost Nova spell by 2 sec.
Frostbite 0/3
Requires 5 points in Frost
Gives your Chill effects a 5% chance to Freeze the target for 5 sec.
Piercing Ice 0/3
Requires 10 points in Frost
Increases the damage done by your Frost spells by 2%.
Frost Channeling 0/3
Requires 10 points in Frost
Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.
Ice Lance 0/1
Requires 10 points in Frost
Deals 28 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Improved Blizzard 0/3
Requires 10 points in Frost
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 sec.
Arctic Reach 0/2
Requires 15 points in Frost
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 0/1
Requires 15 points in Frost
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Shatter 0/3
Requires 15 points in Frost
Increases the critical strike chance of all your spells against Frozen targets by 17%.
Improved Cone of Cold 0/3
Requires 20 points in Frost
Increases the damage dealt by your Cone of Cold spell by 12%.
Cold Snap 0/1
Requires 20 points in Frost
Finishes the remaining cooldown on all your other Frost spells.
Fingers of Frost 0/2
Requires 20 points in Frost
Requires Ice Lance at rank 1
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.
Winter's Chill 0/5
Requires 25 points in Frost
Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 1 times.
Ice Barrier 0/1
Requires 30 points in Frost
Requires Cold Snap at rank 1
Instantly shields you, absorbing 431 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Data from the game client, fvbeta-1.60.1.70291-r4. Game data © Blizzard Entertainment.