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WoW Forever Mage Talent Calculator

Plan your Mage talents with the new Forever trees: Arcane, Fire, Frost. Spend points, scrub through the levels and share your build with one link.

51points left
000
No points spent
60

Arcane

0

Fire

0

Frost

0

Beta data from the WoW Forever beta client, values can change until launch. Talent tree data: talentsforever.com (CC BY 4.0)

All Mage talents

Every talent with its maximum rank, from the WoW Forever beta client.

Arcane
Wand Specialization 2 · Row 1, needs 0 points
Increases your damage with Wands by 25%.
Arcane Focus 5 · Row 1, needs 0 points
Improves your chance to hit with Arcane spells by 5%.
Improved Channeling 5 · Row 1, needs 0 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 70% chance while casting Arcane Blast.
Arcane Subtlety 2 · Row 2, needs 5 points
Reduces your target's resistance to all your spells by 15 and reduces the threat caused by your Arcane spells by 30%.
Magic Absorption 2 · Row 2, needs 5 points
Increases all your resistances by 10 and causes all spells you fully resist to restore 2% of your total mana. Cannot trigger more often than 1 time per sec.
Arcane Concentration 5 · Row 2, needs 5 points
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 2 · Row 2, needs 5 points
Increases your Armor by an amount equal to 50% of your Intellect.
Arcane Geometry 2 · Row 3, needs 10 points
Increases the range of your Arcane spells by 6 yards.
Arcane Impact 3 · Row 3, needs 10 points
Increases the critical strike chance of your Arcane spells by 6%.
Arcane Blast 1 · Row 3, needs 10 points
Blasts the target with energy, dealing 57 to 65 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 2 · Row 4, needs 15 points
Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 33% and increases the resistances granted by your Mage Armor spell by 50%.
Improved Counterspell 2 · Row 4, needs 15 points
Your Counterspell also Silences the target for 4 sec.
Arcane Meditation 3 · Row 4, needs 15 points
Allows 50% of your Mana regeneration to continue while casting.
Missile Barrage 1 · Row 4, needs 15 points
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 1 · Row 5, needs 20 points
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Arcane Mind 5 · Row 5, needs 20 points
Increases your Intellect by 10% and increases the critical strike damage bonus of your Arcane spells by 100%.
Arcane Instability 3 · Row 6, needs 25 points
Increases the damage done by your spells by 3% and your critical strike chance by 3%.
Arcane Power 1 · Row 7, needs 30 points
For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Fire
Wake of Fire 2 · Row 1, needs 0 points
Reduces the cooldown of your Fire Blast spell by 2 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 20 sec by 50%.
Incineration 3 · Row 1, needs 0 points
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 6%.
Improved Fireball 5 · Row 1, needs 0 points
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.5 sec.
Ignite 5 · Row 2, needs 5 points
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 · Row 2, needs 5 points
Increases the range of your Fire spells by 6 yards.
Impact 3 · Row 2, needs 5 points
Gives your Fire spells a 10% chance to stun the target for 2 sec.
Burning Soul 3 · Row 3, needs 10 points
Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.
Improved Flamestrike 3 · Row 3, needs 10 points
Increases the critical strike chance of your Flamestrike spell by 15%.
Pyroblast 1 · Row 3, needs 10 points
Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.
Improved Scorch 3 · Row 4, needs 15 points
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 2 · Row 4, needs 15 points
Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.
Hot Streak 1 · Row 4, needs 15 points
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 15 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Master of Elements 3 · Row 4, needs 15 points
Your Fire and Frost critical strikes will refund 30% of their base mana cost.
Critical Mass 3 · Row 5, needs 20 points
Increases the critical strike chance of your Fire spells by 6%.
Blast Wave 1 · Row 5, needs 20 points
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Fire Power 5 · Row 6, needs 25 points
Increases the damage done by your Fire spells by 10%.
Combustion 1 · Row 7, needs 30 points
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 4 non-periodic critical strikes with Fire spells.
Frost
Frost Warding 2 · Row 1, needs 0 points
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.
Improved Frostbolt 5 · Row 1, needs 0 points
Reduces the casting time of your Frostbolt spell by 0.5 sec.
Elemental Precision 5 · Row 1, needs 0 points
Improves your chance to hit with Frost and Fire spells by 5%.
Ice Shards 5 · Row 2, needs 5 points
Increases the critical strike damage bonus of your Frost spells by 100%.
Permafrost 3 · Row 2, needs 5 points
Increases the duration of your Chill effects by 33% and reduces the target's speed by an additional 10%.
Improved Frost Nova 2 · Row 2, needs 5 points
Reduces the cooldown of your Frost Nova spell by 4 sec.
Frostbite 3 · Row 2, needs 5 points
Gives your Chill effects a 15% chance to Freeze the target for 5 sec.
Piercing Ice 3 · Row 3, needs 10 points
Increases the damage done by your Frost spells by 6%.
Frost Channeling 3 · Row 3, needs 10 points
Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.
Ice Lance 1 · Row 3, needs 10 points
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Improved Blizzard 3 · Row 3, needs 10 points
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 40% for 1.5 sec.
Arctic Reach 2 · Row 4, needs 15 points
Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.
Ice Block 1 · Row 4, needs 15 points
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 3 · Row 4, needs 15 points
Increases the critical strike chance of all your spells against Frozen targets by 50%.
Improved Cone of Cold 3 · Row 5, needs 20 points
Increases the damage dealt by your Cone of Cold spell by 35%.
Cold Snap 1 · Row 5, needs 20 points
Finishes the remaining cooldown on all your other Frost spells.
Fingers of Frost 2 · Row 5, needs 20 points
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.
Winter's Chill 5 · Row 6, needs 25 points
Gives your Frost damage spells a 100% 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 5 times.
Ice Barrier 1 · Row 7, needs 30 points
Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.

FAQ

How many talent points does a Mage get in WoW Forever?

You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.

What changed in the Mage talents compared to Classic?

6 of 54 talents are new in Forever and 34 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.

Which Mage build should I use for leveling?

Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.

Can I import a build from Wowhead?

Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.

Are the talents final?

No. The trees come from the WoW Forever beta client (as of 2026-09-20). Values can still change until launch, and the calculator is updated when they do.

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