Leveling a Mage to 20

How to level a Mage from 1 to the level 20 beta cap in WoW Forever: which race, every spell and when you get it, the published Frost, Fire and Arcane leveling builds, what to press, mana and conjured water, kiting, class quests and what Forever changed.

Written for the WoW Forever beta, where the level cap is 20 (30 is expected in mid-October 2026). Spells, ranks, tooltips and talents come from the Forever beta client. Class quests come from Classic's data and are labelled as such.

The Mage in a nutshell

A Mage is a spellcaster who fights from range with Fire, Frost and Arcane magic. Your role is damage, often called DPS (damage per second): you kill things, and you keep them away from you while you do it. Most of your attacks reach 30 yards or more in the client, so you start every fight before the mob (a computer-controlled monster) can touch you.

Your resource is mana. Every spell costs some, and when it runs out you sit down and drink. You wear cloth, the lightest armor, and the client lets Mages use staves, daggers, one-handed swords and wands. A wand is a small ranged weapon you shoot without spending mana.

Good at while leveling

Weak at while leveling

Tip: At the Deep Dive panel Blizzard said an ordinary creature should take roughly 10–15 seconds to kill when you're solo. If your fights take much longer, check that you've trained your latest ranks and that your gear isn't far behind your level.

Choosing a race

Six races can be Mages in Forever: Human, Gnome and High Order Skyborne for the Alliance, and Orc, Undead and Troll for the Horde. Orc Mages are new in Forever. There's no best race: racials (race abilities) are small next to your spells and talents, so pick the faction your friends play and the look you like. Here's what each race brings to a Mage.

RaceStarts inRacials that help a Mage
Human (Alliance)Elwynn ForestThe Human Spirit adds 5% Spirit, which means a little faster mana regeneration. Sword Specialization adds 2% crit chance with spells while you hold a sword, and Mages can use one-handed swords. Will to Survive breaks stuns.
Gnome (Alliance)Dun MoroghExpansive Mind gives 5% more maximum mana. Escape Artist breaks roots and slows. Eureka! makes your next 3 attacks cheaper and 10% stronger; its tooltip still says Energy, but Blizzard's September 24 notes made it a Mana discount for every class.
High Order Skyborne (Alliance)Zephras Isle, levels 1–12Read Ley Line raises Health and Mana regeneration by 100%, for 15 min if you find a ley line and 15 sec if not. Wind Blessed adds 1% Haste. Walk on Air lets you glide down from heights. Elemental Insight adds 5% damage against Elementals.
Orc (Horde)DurotarBlood Fury raises Spell Power by 10% for 15 sec, a button for tough fights. Shatter Curse removes Curses and Banes and cuts magic damage taken for 8 sec. Hardiness shortens stuns. Axe Specialization needs an axe, which Mages can't use.
Undead (Horde)Tirisfal GladesCannibalize regenerates health and mana from a Humanoid or Undead corpse. Touch of the Grave gives your spells a chance to drain health. Will of the Forsaken breaks Fear, Charm and Sleep.
Troll (Horde)DurotarBerserking speeds up your casting by 10%. Rapid Regeneration gives back 50% of your health over 6 sec if you stand still. Beast Slaying adds 5% damage against Beasts, which you fight a lot while leveling. Regeneration speeds up health regeneration.

Racials from the Forever client. Starting zones for the original races are Classic data; the Skyborne start on Zephras Isle comes from Blizzard's Meet the New Skyborne post, which also says Read Ley Line is the High Order's own racial.

More on every race is in races, classes and racials and meet the Skyborne.

Your spells, level by level

You learn spells, and stronger ranks of spells you already have, from a Mage trainer in your starting area and in the capital cities. The client has something new for Mages at level 1 and at every even level from 4 to 20, so visit a trainer each time you reach an even level. A new rank hits harder and costs more mana. Here's everything the trainer teaches up to 20:

LevelAbilityRank
1Arcane IntellectRank 1
1Chilled
1FireballRank 1
1Frost ArmorRank 1
4Conjure WaterRank 1
4FrostboltRank 1
6Conjure FoodRank 1
6Fire BlastRank 1
6FireballRank 2
8Arcane MissilesRank 1
8FrostboltRank 2
8PolymorphRank 1
10Clearcasting
10Conjure WaterRank 2
10Frost ArmorRank 2
10Frost NovaRank 1
12Conjure FoodRank 2
12Dampen MagicRank 1
12FireballRank 3
12Slow Fall
14Arcane ExplosionRank 1
14Arcane IntellectRank 2
14Fire BlastRank 2
14FrostboltRank 3
16Arcane MissilesRank 2
16FlamestrikeRank 1
18Amplify MagicRank 1
18FireballRank 4
18Remove Lesser Curse
20Arcane BlastRank 1
20Blink
20BlizzardRank 1
20Conjure WaterRank 3
20Evocation
20Fire WardRank 1
20Frost ArmorRank 3
20FrostboltRank 4
20Ice LanceRank 1
20Mana ShieldRank 1
20PolymorphRank 2
20Teleport: Ironforge
20Teleport: Orgrimmar
20Teleport: Stormwind
20Teleport: Undercity

Everything a Mage learns from the class trainer up to level 20, from the Forever client.

The spells that matter, in the order you get them

Level 20: the big level

Level 20 brings more new spells than any level before it, including two that are new in Forever. Put some money aside for the trainer as you get close.

Coming by level 30

These arrive when the cap rises to 30, expected in mid-October. They're in the client now, but you can't train them in the beta yet.

Talents: which spec to level

Your first talent point arrives at level 10 and you get one more every level, so you have 11 points at 20. Mage talents sit in three trees, Arcane, Fire and Frost, and your spec (specialization) is the tree you put most points in. The first row of a tree is open from level 10, the second from 15 and the third from 20.

ForeverDB publishes a leveling build for each tree at 20, and the same build carried on to 30, on the Mage builds page. You can try them in the talent calculator. Here's what the level 20 leveling builds take:

BuildTalents at 20 (points)What it does for you
Frost: Frostbolt and Ice Lance levelingImproved Frostbolt 5, Elemental Precision 1, Frost Warding 1, Ice Shards 1, Improved Frost Nova 1, Frostbite 1, Cold Snap 1The safest way to level: faster Frostbolts, 6% more hit with Frost and Fire spells, harder Frost crits, and Cold Snap for a second Frost Nova when a pull goes wrong.
Fire: Fireball levelingImproved Fireball 3, Impact 2, Ignite 2, Wake of Fire 2, Flame Throwing 1, Pyroblast 1A faster Fireball, an Ignite burn on every crit, a Fire Blast that's likely to crit after each kill, and Pyroblast to open pulls.
Arcane: Arcane Blast levelingImproved Channeling 5, Arcane Focus 3, Arcane Concentration 1, Wand Specialization 1, Arcane Impact 1Built for Arcane Blast at 20: Arcane Concentration for free spells, fewer interrupted Missiles and Blasts, more Arcane crits and a stronger wand.

The published level 20 leveling builds. The builds page explains every point and has the level 30 versions.

Our pick for a first Mage is Frost. Frostbolt's slow and Frost Nova buy you time on every pull, and at 20 Ice Lance turns each freeze into fast damage. Fire and Arcane both level well too, but they have fewer tools for when a pull goes wrong, and the Arcane build is built around Arcane Blast, which you only get at level 20.

Most Mage talents only describe rank 1 in the client. Where a build puts extra points into a talent, that's the likeliest choice rather than a confirmed one, and the builds page says so for each point.

Tip: Changing your mind is cheap in the beta. Blizzard's September 24 notes set a talent reset to 1 silver if you haven't reset recently; after a reset the next one costs much more, and the price drops back to 1 silver after an hour. Blizzard says this is for the beta only.

What to press

Your rotation is the order you use your spells in. This is the level 20 leveling rotation from the builds page, in plain words. A pull is how you start a fight, and a mob that's attacking you is said to have aggro on you.

Frost, one enemy

  1. Target the mob from as far away as your spells reach and cast Frostbolt. That's your pull.
  2. Keep casting Frostbolt. Its slow means the mob walks to you slowly, so you often land several casts before it arrives.
  3. When it reaches you, cast Frost Nova to freeze it in place.
  4. While it's Frozen, throw Ice Lance two or three times: it's instant and deals 300% more damage to a Frozen target. Or walk out of melee range and go back to Frostbolt.
  5. Damage can break the freeze early, so throw the Lances right away. If Frost Nova is on cooldown and you need another, Cold Snap resets it.
  6. Finish a nearly dead mob with Fire Blast or your wand rather than a full Frostbolt.

Before level 20 you don't have Ice Lance yet. From 10 to 19 the plan is Frostbolt, Frost Nova when the mob arrives, walk away, and Frostbolt again. Before 10 it's Frostbolt or Fireball from range, then Fire Blast or your wand to finish.

Several enemies

Fire and Arcane

Fire: open with Pyroblast from as far away as you can (its long cast is fine while the mob hasn't noticed you), then cast Fireball. Use Fire Blast whenever it's ready, especially right after a kill: Wake of Fire makes your next Fire Blast within 30 sec much more likely to crit. When a mob reaches you, Frost Nova and step back, or Ice Lance it while it's Frozen.

Arcane: cast Arcane Blast once or twice from range, then spend the stacks on Arcane Missiles. Each stack makes the next Blast cost 175% more mana, so two stacks is the usual limit at this level. Any other damage spell ends the stacks, and that includes Frost Nova and Fire Blast, so pick your finisher before you start stacking.

The builds page has the full rotation for each spec, for one enemy and for groups.

Mana, food and water

Mana is your real limit. Plan each fight so you finish it with some mana left, and drink after every fight or two. You never need to buy water: you make it.

Watch out: Blizzard's known issues say the short wind-up before a wand shot is currently much shorter than intended, and a fix is coming. Wanding may feel slower once it's fixed.

Staying alive: kiting and control

Kiting means keeping a mob at a distance while you damage it: you slow or freeze it, walk away, turn and cast. It's the core Mage survival skill, and Frost Nova is the heart of it.

  1. A mob reaches you. Cast Frost Nova and it's frozen in place for up to 8 sec.
  2. Turn and walk away until you're back at casting range. Walking backwards is slower than turning and running.
  3. Turn around and cast Frostbolt, or Ice Lance while the mob is still Frozen.
  4. If it reaches you again with Frost Nova on cooldown, finish it with Fire Blast or your wand, or use Blink to get away.

Watch out: Don't fight in melee range. Being hit also delays your casts (players call this pushback), so a Mage who stands and trades blows usually loses. Freeze, walk away, then cast.

Tip: Blizzard's September 24 notes changed Arcane Missiles: it now checks line of sight once, when the channel starts, so a caster that steps behind a pillar mid-channel still takes every missile.

Class quests up to 20

Mages have a few class quests before 20. The details below come from Classic's data: quest names, who gives them, where they stand and what they rewarded in Classic. The Forever client still has these quests, but Blizzard may have changed them. In Classic they went to Human and Gnome Mages (Alliance) and Undead and Troll Mages (Horde), so Orc and Skyborne Mages, which didn't exist in Classic, may get their own versions.

LevelQuestsWho and whereReward in Classic
1Glyphic Letter (Human), Glyphic Memorandum (Gnome), Glyphic Scroll (Undead), Glyphic Tablet (Troll)Your first quest giver: Marshal McBride, Sten Stoutarm, Shadow Priest Sarvis or GornekSends you to your Mage trainer
10Speak with Jennea, then Mirror Lake (Alliance)Zaldimar Wefhellt in Elwynn Forest, then Jennea Cannon in StormwindLey Orb or Ley Staff
10Speak with Bink, then Mage-tastic Gizmonitor (Alliance)Magis Sparkmantle in Dun Morogh, then Bink in IronforgeArcane Orb or Arcane Staff
10Speak with Anastasia, then The Balnir Farmstead (Horde)Cain Firesong in Tirisfal Glades, then Anastasia Hartwell in the UndercityArcane Orb or Arcane Staff
10Speak with Un'thuwa, then Ju-Ju Heaps (Horde)Uthel'nay in Orgrimmar, then Un'Thuwa in DurotarLey Orb or Ley Staff
15–16Report to Jennea, Investigate the Blue Recluse, Gathering Materials, Manaweave Robe (Alliance)Zaldimar Wefhellt in Elwynn Forest, then Jennea Cannon and Wynne Larson in StormwindManaweave Robe
15–16Report to Anastasia, Investigate the Alchemist Shop, Gathering Materials, Spellfire Robes (Horde)Uthel'nay in Orgrimmar, then Anastasia Hartwell and Josef Gregorian in the UndercityLesser Spellfire Robes

Classic data (CMaNGOS classic-db) for class quests the Forever client has. Map pins use Classic positions placed on Forever's maps.

Speculation: Whether Forever kept these quests exactly as in Classic, and who gets them, isn't confirmed yet. Treat the givers, places and rewards above as Classic's version until someone sees them in Forever.

Gear, weapons and professions

You wear cloth. Look for Intellect (a bigger mana pool), Spirit (faster mana regeneration between fights), Stamina (more health) and spell power, which makes every spell hit harder. Blizzard's Deep Dive says Forever combines spell, melee and ranged hit into one stat and crit into another, and that caster weapons now give spell damage, so staves and daggers with spell power are real upgrades while you level.

The gear planner scores every item for your spec and level, and the gear lists on the Mage PvE page show the best items for each slot at 20 and where they come from. Some highlights from those lists:

Professions that suit a Mage: Tailoring, because you loot plenty of cloth from humanoid mobs and it makes your gear and bags, and Enchanting, which makes wands and breaks down green items you don't need into enchanting materials. If you'd rather make money, pick two gathering professions (Herbalism, Mining or Skinning) instead. The professions guide explains how each one works in Forever.

Grouping and your first dungeon

In a group your job is damage and control. The tank (a sturdy player who holds the mobs' attention) starts each fight, the healer keeps everyone alive, and you kill whatever the tank is hitting. Let the tank hit a mob a few times before you start: your damage builds threat, and if your threat passes the tank's, the mob turns on you.

The first dungeon guide walks you through your first run. The dungeon list has every instance with its bosses and quests, and the Mage PvE page has a dungeon build for each spec.

Common beginner mistakes

What Forever changed for Mages

Wake of Fire was difficult to make proper use of while leveling, due to the Mage needing to restore mana between combat. The increased duration should help smooth out the experience. Blizzard, WoW Forever Beta Development Notes – Updated September 24

Every change we've found is on the Mage changes page, and our Mage outlook covers what's coming after 20.

Checked against WoW Forever beta build 1.60.1.70009.