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Ranged · Arcane Blaster

Wizard

A scholar of the arcane who bends fire, frost and lightning to their will.

Wizard in-game sprite, male and female
  • Arcanist
  • d6 hit die
  • INT
  • Spell Points

Available from the start.

Overview

Role
Ranged · Arcane Blaster
Archetype
Arcanist (ranged basic attack)
Hit die
d6
Hit points
18 at level 1, +12 per level (+3 per CON modifier point, every level)
Primary ability
Intelligence
Armour
None
Weapons
Daggers, Staves, Wands
Resource
Spell Points: 100 + 6 per level, refills 6/s
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Evocation or Necromancy
Starting kit
Wand, Arcane Orb
Suggested scores
STR 8 · DEX 13 · CON 14 · INT 15 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Arcane Recovery Your resource regenerates 50% faster.
  2. Lv 1
    Mage Armor A shimmering force armor you never let lapse: +3 AC.
    • +3 Armor Class
  3. Lv 2
    Warding Weave Every Spell Point you spend threads force into a barrier around you (up to a quarter of your health). It fades a few seconds after you stop casting.
  4. Lv 6
    Empowered Evocation Your spells hit that much harder.
    • +8% Skill Damage
  5. Lv 7
    Font of Magic Your reserves of arcane power run deeper than most.
    • +10 Max Resource
  6. Lv 10
    Portent You glimpse the moment before it happens.
    • +4% Crit Chance
  7. Lv 14
    Spell Resistance Hostile magic slides off your wards.
    • +10% All Resistances
  8. Lv 15
    Spell Secrets You've unlocked shortcuts through the deepest formulae.
    • +5% Cooldown Reduction
  9. Lv 18
    Spell Mastery Your first skill cast every 10 seconds costs nothing.
  10. Lv 20
    Archmage You have mastered the deep magics.
    • +12% Damage
    • +15% Crit Damage

Level 1–20 progression

Everything a Wizard gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Wizard level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
5+3
6+3
  • Empowered Evocation
7+3
  • Font of Magic
  • Ice Storm
  • Potent Evocation Evocation
  • Grim Harvest Necromancy
8+3
  • Ability Score Improvement or feat
9+4
10+4
  • Portent
11+4
12+4
  • Ability Score Improvement or feat
13+5
14+5
15+5
16+5
  • Ability Score Improvement or feat
17+6
18+6
  • Spell Mastery
  • Battle Mage Evocation
  • One with Death Necromancy
19+6
20+6
  • Archmage

Feature Skill Dice rank-up Subclass ASI or feat Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + INT modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Wizard skills

Fire Bolt

Lv 1 Projectile fire

A mote of fire flicked at your enemy.

Type
Projectile
Cost
Free
Cooldown
0.8s
Damage
1d10 + INT mod fire
Hit
Attack roll vs AC
Scales with
Intelligence
Projectiles
1
Range
9 tiles

Damage dice by level Lv 1 1d10Lv 5 2d10Lv 11 3d10Lv 17 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Fire Bolt mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 100.8s—Learned
2Lv 100.8s+11%Damage +8%
3Lv 200.8s+14%Sets foes Burning (15%) · Burning 15% · 3s
4Lv 400.8s+17%
5Lv 600.8s+20%Range +15% · range 10.4
6Lv 800.8s+33%Damage +10%
7Lv 1000.8s+36%Burning chance +15% · Burning 30% · 3s
8Lv 1200.7s+39%
9Lv 1400.7s+42%Bolts burn straight through foes (pierce) · pierces
10Lv 1600.7s+70%Mastered (+15% damage, −25% cost, plus its signature bonus) · Burning 50% · 3s

Rank 4: pick one

  • Twin Bolt +1 bolt, bolts −35% damage.
  • Searing Bolt Damage +15%, Burning chance +20%.

Rank 8: pick one

  • Kindling Burns last twice as long; Burning chance +15%.
  • Flame Lance Damage +35%, cooldown +25%.

Rank 10, Mastered: Heart of Flame: Burning chance +20% and damage +10%.

Magic Missile

Lv 2 Projectile force

Darts of force that never miss. Mastery adds darts: three become six.

Type
Projectile
Cost
15
Cooldown
4s
Damage
1d4 + INT mod force
Hit
Always hits
Scales with
Intelligence
Projectiles
3 (10° spread)
Range
10 tiles

Damage dice by level Lv 2 1d4Lv 5 2d4Lv 11 3d4Lv 17 4d4

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Magic Missile mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1154s—Learned
2Lv 1134s+3%Cost −15%
3Lv 2123.9s+6%+1 dart · 4 projectiles
4Lv 4123.9s+9%
5Lv 6123.8s+12%Range +20% · range 12
6Lv 8123.8s+15%+1 dart · 5 projectiles
7Lv 10123.8s+18%Darts Mark foes (15%) · Marked 15% · 3s
8Lv 12123.7s+21%
9Lv 14123.7s+24%+1 dart · 6 projectiles
10Lv 1653.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 14

Rank 4: pick one

  • Seeker Swarm +2 darts, dart damage −35%. Blankets a whole pack.
  • Arcane Lance Darts fly as one tight lance and pierce every foe in the line; damage −10%.

Rank 8: pick one

  • Force Barrage +1 dart, cooldown +20%.
  • Concussive Force Darts Stun (12%).

Rank 10, Mastered: Arcane Salvo: range +20% and cost −20%.

Misty Step

Lv 4 Dash cold

Vanish in silver mist and step out a few strides away. The mist you leave behind is bitter cold (Chilled), and a ward of force settles over you.

Type
Dash
Cost
15
Cooldown
9s
Damage
1d6 + INT mod cold
Hit
Always hits
Scales with
Intelligence
Distance
5 tiles
Burst
2.2 tiles where you started
Barrier
12% of max HP
Applies
Chilled · 2.5s

Damage dice by level Lv 4 1d6Lv 9 2d6Lv 15 3d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Misty Step mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1159s—Learned
2Lv 1158.9s+3%Ward strength +15%
3Lv 2158.8s+6%Step distance +15% · range 5.8
4Lv 4158.7s+9%
5Lv 6147.7s+12%Cooldown −10%
6Lv 8147.7s+15%Mist radius +20%
7Lv 10147.6s+18%Ward strength +15%
8Lv 12147.5s+21%
9Lv 14147.4s+24%Chills last 40% longer · Chilled · 3.5s
10Lv 16107.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 6.5

Rank 4: pick one

  • Rime Step The mist Freezes instead of Chilling (−55% chance); damage +20%.
  • Far Step Step distance +40%, cooldown −10%.

Rank 8: pick one

  • Abjurer's Step Ward strength +40%, cost +30%.
  • Quickstep Cooldown −20%, ward strength −15%.

Rank 10, Mastered: Silver Mist: ward strength +20% and step distance +15%.

Fireball

Lv 5 Area fire

A roaring blast that engulfs everything nearby.

Type
Area
Cost
35
Cooldown
10s
Damage
4d6 + INT mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
3 tiles
Range
7 tiles

Damage dice by level Lv 5 4d6Lv 9 5d6Lv 13 6d6Lv 17 7d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Fireball mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13510s—Learned
2Lv 1359.9s+3%Radius +10% · radius 3.3
3Lv 2349.8s+6%Sets foes Burning (25%) · Burning 25% · 3s
4Lv 4349.7s+9%
5Lv 6349.6s+12% +1d+1 damage die
6Lv 8338.7s+15% +1dCooldown −8%
7Lv 10338.6s+18% +1dRadius +10% · radius 3.6
8Lv 12338.5s+21% +1d
9Lv 14328.4s+24% +1dBurning chance +15% · Burning 40% · 3s
10Lv 16238.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.1 · Burning 60% · 3s

Rank 4: pick one

  • Conflagration Radius +40%, damage −10%.
  • Meteor Core Damage +25%, radius −25%.

Rank 8: pick one

  • Wildfire Burning chance +35%; burns last 50% longer.
  • Quickened Spell Cooldown −15%.

Rank 10, Mastered: Inferno: radius +15% and Burning chance +20%.

Ice Storm

Lv 7 Area cold

Hail and freezing sleet hammer an area for several seconds.

Type
Area
Cost
30
Cooldown
14s
Damage
2d8 + INT mod cold
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
2.5 tiles
Range
7 tiles
Lasts
4s
Applies
Chilled 60% · 2s

Damage dice by level Lv 7 2d8Lv 11 3d8Lv 15 4d8Lv 19 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Ice Storm mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13014s—Learned
2Lv 13013.9s+3%Radius +10% · radius 2.8
3Lv 22913.7s+6%Duration +15% · 4.6s
4Lv 42913.6s+9%
5Lv 62913.4s+12% +1d+1 damage die
6Lv 82313.3s+15% +1dCost −20%
7Lv 102213.2s+18% +1dChill chance +20% · Chilled 80% · 2s
8Lv 122213s+21% +1d
9Lv 142212.9s+24% +1dRadius +15% · radius 3.1
10Lv 161412.7s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.5 · Chilled 80% · 2.6s

Rank 4: pick one

  • Hailstorm Damage +35%, duration −25%.
  • Permafrost Duration +30%; chills last 50% longer.

Rank 8: pick one

  • Glacial Prison Foes are Frozen instead of Chilled (−45% chance).
  • Whiteout Radius +40%, damage −10%.

Rank 10, Mastered: Endless Winter: radius +15%; chills last 30% longer.

Wall of Fire

Lv 9 Area fire

Raise a roaring wall of flame across the battlefield. Foes that cross it or stand in it burn.

Type
Area
Cost
40
Cooldown
14s
Damage
4d8 + INT mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Radius
0.7 tiles
Range
7 tiles
Wall
7 tiles long
Lasts
6s
Applies
Burning 40% · 3s

Damage dice by level Lv 9 4d8Lv 13 5d8Lv 17 6d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Wall of Fire mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14014s—Learned
2Lv 14013.9s+3%Burns last 25% longer · Burning 40% · 3.8s
3Lv 23913.7s+6%Wall lasts 20% longer · 7.2s
4Lv 43913.6s+9%
5Lv 63813.4s+12% +1d+1 damage die
6Lv 83812.2s+15% +1dCooldown −8%
7Lv 103812s+18% +1dBurn chance +25% · Burning 65% · 3.8s
8Lv 123711.9s+21% +1d
9Lv 143711.8s+24% +1dThicker wall (+30%) · radius 0.9
10Lv 162611.6s+42% +2dMastered (+15% damage, −25% cost, plus its signature bonus) · 10.2s

Rank 4: pick one

  • Inferno Damage +25%, cost +30%.
  • Ring of Fire A thicker, longer-lasting wall: radius +60%, damage −10%.

Rank 8: pick one

  • Quick Kindling Cooldown −15%.
  • Searing Heat Burn chance +35%.

Rank 10, Mastered: Undying Flame: the wall burns 50% longer and gains +1 damage die.

Chain Lightning

Lv 13 Projectile lightning

A bolt that arcs from foe to foe, leaving them Shocked.

Type
Projectile
Cost
35
Cooldown
8s
Damage
4d8 + INT mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Projectiles
1
Range
10 tiles
Chains
3 more foes
Applies
Shocked 45% · 4s

Damage dice by level Lv 13 4d8Lv 17 5d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Chain Lightning mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1358s—Learned
2Lv 1357.9s+3%+1 chain · 4 chains
3Lv 2347.8s+6%Shocks last 30% longer · Shocked 45% · 5.2s
4Lv 4347.8s+9%
5Lv 6287.7s+12%Cost −15%
6Lv 8287.6s+15%+1 chain · 5 chains
7Lv 10287.5s+18%Shock chance +10% · Shocked 55% · 5.2s
8Lv 12277.4s+21%
9Lv 14277.4s+24%Range +20% · range 12
10Lv 16187.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 6 chains · Shocked 65% · 5.2s

Rank 4: pick one

  • Arc Storm +2 chains, damage −25%.
  • Focused Current Damage +35%, −2 chains.

Rank 8: pick one

  • Overcharge Shock chance +25%.
  • Conductive Cooldown −15%.

Rank 10, Mastered: Living Storm: +1 chain and shock chance +10%.

Meteor Swarm

Lv 17 Projectile fire

Blazing orbs of fire plunge from the sky and explode across the field.

Type
Projectile
Cost
60
Cooldown
24s
Damage
4d6 + INT mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Intelligence
Projectiles
4 (50° spread)
Range
10 tiles
Blast radius
1.8 tiles
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Meteor Swarm mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 16024s—Learned
2Lv 15923.8s+3%Blast radius +10% · radius 2
3Lv 25923.5s+6%Sets foes Burning (30%) · Burning 30% · 3s
4Lv 45823.3s+9%
5Lv 65823s+12%+1 meteor · 5 projectiles
6Lv 84822.8s+15%Cost −15%
7Lv 104722.6s+18%Blast radius +10% · radius 2.2
8Lv 124722.3s+21%
9Lv 144622.1s+24%+1 meteor · 6 projectiles
10Lv 163121.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 2.5 · Burning 50% · 3s

Rank 4: pick one

  • Starfall +2 meteors, meteors −30% damage.
  • Cataclysm Blast radius +35%, cost +30%.

Rank 8: pick one

  • Rapid Cosmos Cooldown −15%.
  • Ember Rain Burning chance +40%; burns last 50% longer.

Rank 10, Mastered: End of Days: blast radius +20% and Burning chance +20%.

Evocation skills

Scorching Ray

Lv 3 Projectile fire Evocation

Searing bolts of flame. Mastery adds rays.

Type
Projectile
Cost
20
Cooldown
6s
Damage
1d6 + INT mod fire
Hit
Attack roll vs AC
Scales with
Intelligence
Projectiles
3 (15° spread)
Range
9 tiles

Damage dice by level Lv 3 1d6Lv 9 2d6Lv 14 3d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Scorching Ray mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1206s—Learned
2Lv 1205.9s+3%Rays set foes Burning (20%) · Burning 20% · 3s
3Lv 2205.9s+6%+1 ray · 4 projectiles
4Lv 4195.8s+9%
5Lv 6155.8s+12%Cost −20%
6Lv 8155.7s+15%Range +15% · range 10.4
7Lv 10155.6s+18%+1 ray · 5 projectiles
8Lv 12155.6s+21%
9Lv 14145.5s+24%Burning chance +15% · Burning 35% · 3s
10Lv 1695.5s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · Burning 55% · 4.5s

Rank 4: pick one

  • Ray Fan +2 rays, rays −35% damage.
  • Focused Ray Rays pierce; damage −10%.

Rank 8: pick one

  • Overheat Damage +20%, cost +30%.
  • Rapid Rays Cooldown −15%.

Rank 10, Mastered: Solar Lance: Burning chance +20%; burns last 50% longer.

Necromancy skills

Raise Skeleton

Lv 3 Summon slashing Necromancy

Animate bone soldiers to fight at your side. Mastery raises more of them.

Type
Summon
Cost
30
Cooldown
20s
Damage
1d6 per summon hit slashing
Summons
1
Lasts
30s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 16). Numbers below are without perks.

Raise Skeleton mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13020s—Learned
2Lv 13019.8s+3%Skeleton HP +20% · summon HP +20%
3Lv 22919.6s+6%+1 skeleton (the binding thins: skeletons −10% damage) · 2 summons
4Lv 42919.4s+9%
5Lv 62319.2s+12%Cost −20%
6Lv 82319s+15%+1 skeleton (skeletons −10% damage) · 3 summons
7Lv 102218.8s+18%Skeleton HP +25% · summon HP +45%
8Lv 122218.6s+21%
9Lv 142218.4s+24%+1 skeleton (skeletons −10% damage) · 4 summons
10Lv 161418.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 45s · summon HP +70%

Rank 4: pick one

  • Legion +1 skeleton; all skeletons −30% HP and −10% damage.
  • Bone Knights Skeletons +60% HP: fewer bones, but they hold the line.

Rank 8: pick one

  • Unholy Frenzy Skeletons +20% damage, −25% HP.
  • Endless Ranks Cooldown −25%: replace the fallen faster.

Rank 10, Mastered: Lord of Bones: skeletons last 50% longer and have +25% HP.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Evocation

A wizard devoted to raw, destructive magic — and shaping it precisely.

Skills

Features

  1. Lv 3
    Evocation Savant Your destructive spells come easier than they should.
    • +5% Area Damage
  2. Lv 7
    Potent Evocation Your evocations carry more raw force.
    • +3% Damage per Hit
  3. Lv 11
    Overchannel You push your spells past their limits.
    • +15% Crit Damage
  4. Lv 15
    Sculptor of Flame Your blasts scour wider ground.
    • +10% Area Damage
  5. Lv 18
    Battle Mage Your spellcraft has become an instrument of war.
    • +8% Damage

Necromancy

A wizard who commands the line between life and death.

Skills

Features

  1. Lv 3
    Undead Thralls Your bindings over the dead grow stronger and more numerous.
    • +15 Hit Points
  2. Lv 7
    Grim Harvest Death feeds your strength.
    • +3 Life on Hit
  3. Lv 11
    Inured to Undeath Necrotic and poisonous magic barely touch you.
    • +20% Necrotic Resistance
    • +20% Poison Resistance
  4. Lv 15
    Command Undead You have studied the deep dead longest — and hardest.
    • +10% Damage vs Elites
  5. Lv 18
    One with Death The line between you and the grave has all but vanished.
    • +15% Necrotic Resistance

Wizard unique weapons

Candlewick Wand Starter

Wand · Weapon · drops from level 5

  • +8–24% Skill Damage
  • +2–6 Intelligence
  • +2–10 Fire Damage
  • +1 random affix

Wick and Powder. Fire Bolt explodes on impact, burning every foe within 1.4 tiles for 10–13% of its damage.

“An apprentice's first wand, lit once in a moment of panic and never put out.”

Staff of Seven Winters

War Staff · Weapon · drops from level 12

  • +8–24% Skill Damage
  • +2–6 Intelligence
  • +2–10 Cold Damage
  • +1 random affix

Rimebound. All your damage becomes cold, and hits have a 20% chance to Chill.

Frostfield. Fireball leaves a freezing field for 4s that deals 38–44% of its damage each second and Chills.

“Seven winters were bound into it. The eighth is still looking for a way in.”

The Unwritten Page

Runewand · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Intelligence
  • +8–30 Max Resource
  • +1 random affix

No Such Thing as Later. Your skills (except dashes) have no cooldowns, but cost 3× as much and Spell Points regenerate a third as fast.

Marginalia. Kills refund 25–30% of the cost of the last skill you cast.

“A wand carved with a spell nobody has finished writing. It fills itself in as you go.”

Wizards are Arcanists: they can also wear the 8 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.