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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
Staves, Wands (a staff or wand is a spell focus: the basic attack is a ranged force bolt on Intelligence)
Resource
Spell Points: 100 + 6 per level, refills 3/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Evocation or Elemental Binding
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 4
    The Weave Your fire, frost, lightning and force react. A spell of one element that lands on a foe carrying another element's ailment uses it up and sets off a Reaction: Thermal Rupture, Brittle Arc, Flashfire or Unravel. A cast that reacts weaves a pip; at 5 your next spell is a free Grand Weave that carries the element of the spell before it as well.
  5. Lv 6
    Empowered Evocation Your spells hit that much harder.
    • +6% Skill Damage
  6. Lv 7
    Font of Magic Your reserves of arcane power run deeper than most.
    • +10 Max Resource
  7. Lv 10
    Portent You glimpse the moment before it happens.
    • +4% Crit Chance
  8. Lv 14
    Spell Resistance Hostile magic slides off your wards.
    • +10% All Resistances
  9. Lv 15
    Spell Secrets You've unlocked shortcuts through the deepest formulae.
    • +5% Cooldown Reduction
  10. Lv 18
    Spell Mastery Your first skill cast every 10 seconds costs nothing.
  11. Lv 20
    Archmage You have mastered the deep magics.
    • +9% 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
  • Soul Tithe Elemental Binding
8+3
  • Ability Score Improvement
9+4
10+4
  • Portent
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
16+5
  • Ability Score Improvement
17+6
18+6
  • Spell Mastery
  • Battle Mage Evocation
  • Master of the Circle Elemental Binding
19+6
20+6
  • Archmage

Feature Skill Dice rank-up Subclass Ability Score Improvement 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.

What it does for a new Wizard at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–13 fire damage.
  • Rolls to hit against armor (+5 to hit).
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 500.8s+20%Range +15% · range 10.4
6Lv 600.8s+33%Damage +10%
7Lv 800.8s+36%Burning chance +15% · Burning 30% · 3s
8Lv 1000.7s+39%
9Lv 1200.7s+42%Bolts burn straight through foes (pierce) · pierces
10Lv 1400.7s+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.

What it does for a new Wizard at level 2; in game the numbers follow your hero

  • Fires 3 projectiles in a 10° fan (10 tiles range), each dealing 4–7 force damage.
  • Never grazes (no attack roll, so it always lands in full and can't crit).
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 5123.8s+12%Range +20% · range 12
6Lv 6123.8s+15%+1 dart · 5 projectiles
7Lv 8123.8s+18%Darts Mark foes (15%) · Marked 15% · 3s
8Lv 10123.7s+21%
9Lv 12123.7s+24%+1 dart · 6 projectiles
10Lv 1453.6s+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.

What it does for a new Wizard at level 4; in game the numbers follow your hero

  • Blinks 5 tiles, leaving a burst that hits every foe within 2.2 tiles of where you stood for 4–9 cold damage.
  • Never grazes (no attack roll, so it always lands in full and can't crit).
  • Always leaves foes Chilled for 2.7 s (slowed 40% (+7% per extra stack; bosses half). At 5 stacks the target freezes solid).
  • Wraps you in a barrier that absorbs 9 damage (12% of max HP; stacks up to 30% of max HP).
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 5147.7s+12%Cooldown −10%
6Lv 6147.7s+15%Mist radius +20%
7Lv 8147.6s+18%Ward strength +15%
8Lv 10147.5s+21%
9Lv 12147.4s+24%Chills last 40% longer · Chilled · 3.5s
10Lv 14107.3s+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.

What it does for a new Wizard at level 5; in game the numbers follow your hero

  • Hits every foe in a 3-tile radius up to 7 tiles away for 7–27 fire damage.
  • Foes roll a Dexterity save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 5349.6s+12% +1d+1 damage die
6Lv 6338.7s+15% +1dCooldown −8%
7Lv 8338.6s+18% +1dRadius +10% · radius 3.6
8Lv 10338.5s+21% +1d
9Lv 12328.4s+24% +1dBurning chance +15% · Burning 40% · 3s
10Lv 14238.3s+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.

What it does for a new Wizard at level 7; in game the numbers follow your hero

  • Fills an area for 4 s: every foe in a 2.5-tile radius up to 7 tiles away takes 3–12 cold damage every second.
  • Foes roll a Dexterity save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 65% chance per hit to leave a foe Chilled for 2.1 s (slowed 40% (+7% per extra stack; bosses half). At 5 stacks the target freezes solid).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 52913.4s+12% +1d+1 damage die
6Lv 62313.3s+15% +1dCost −20%
7Lv 82213.2s+18% +1dChill chance +20% · Chilled 80% · 2s
8Lv 102213s+21% +1d
9Lv 122212.9s+24% +1dRadius +15% · radius 3.1
10Lv 141412.7s+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.

What it does for a new Wizard at level 9; in game the numbers follow your hero

  • Raises a 7-tile wall across your aim for 6 s: foes in it take 4–22 fire damage every second.
  • Foes roll a Dexterity save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 3.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 53813.4s+12% +1d+1 damage die
6Lv 63812.2s+15% +1dCooldown −8%
7Lv 83812s+18% +1dBurn chance +25% · Burning 65% · 3.8s
8Lv 103711.9s+21% +1d
9Lv 123711.8s+24% +1dThicker wall (+30%) · radius 0.9
10Lv 142611.6s+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.

What it does for a new Wizard at level 13; in game the numbers follow your hero

  • Fires a projectile (10 tiles range) dealing 7–37 lightning damage.
  • Then leaps to 3 more foes nearby, 15% weaker each jump.
  • Foes roll a Dexterity save against your DC 16: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 49% chance per hit to leave a foe Shocked for 4.2 s (takes 6% more damage per stack (up to 3). When struck again, a spark arcs to a nearby foe).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 5287.7s+12%Cost −15%
6Lv 6287.6s+15%+1 chain · 5 chains
7Lv 8287.5s+18%Shock chance +10% · Shocked 55% · 5.2s
8Lv 10277.4s+21%
9Lv 12277.4s+24%Range +20% · range 12
10Lv 14187.3s+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.

What it does for a new Wizard at level 17; in game the numbers follow your hero

  • Fires 4 projectiles in a 50° fan (10 tiles range) that each explode on impact for 7–29 fire damage to everything within 1.8 tiles.
  • Foes roll a Dexterity save against your DC 17: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 55823s+12%+1 meteor · 5 projectiles
6Lv 64822.8s+15%Cost −15%
7Lv 84722.6s+18%Blast radius +10% · radius 2.2
8Lv 104722.3s+21%
9Lv 124622.1s+24%+1 meteor · 6 projectiles
10Lv 143121.8s+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.

What it does for a new Wizard at level 3; in game the numbers follow your hero

  • Fires 3 projectiles in a 15° fan (9 tiles range), each dealing 4–9 fire damage.
  • Rolls to hit against armor (+5 to hit).
  • Leaves the foe Primed; a Reaction on a Primed foe strikes 20% harder and consumes it.
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 14). 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 5155.8s+12%Cost −20%
6Lv 6155.7s+15%Range +15% · range 10.4
7Lv 8155.6s+18%+1 ray · 5 projectiles
8Lv 10155.6s+21%
9Lv 12145.5s+24%Burning chance +15% · Burning 35% · 3s
10Lv 1495.5s+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.

Elemental Binding skills

Bind Elementals

Lv 3 Summon lightning Elemental Binding

Draw a binding circle and call an elemental through it: a Storm Elemental that lashes foes with lightning from range, a Fire Elemental whose blows erupt across a pack, or a Stone Elemental that roars to drag foes off you. Choose the form in Hearthold; mastery binds more of them.

What it does for a new Wizard at level 3; in game the numbers follow your hero

  • Calls 1 Storm Elemental for 20 s.
  • It has 24 HP and hits for 2–14 lightning damage every 0.6 s.
  • A crackling stormcloud that hangs back and lashes foes with quick lightning from six tiles.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
45
Cooldown
30s
Damage
1d6 per summon hit lightning
Summons
2
Lasts
20s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Fire Elemental

Fire Elemental

Damage

A roaring pillar of flame: every blow erupts in a burst that scorches everything around its target.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.9× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.2 tiles (melee)
Splash
50% to foes within 1.4 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Kindled: +8% Damage while one stands
Arrival
Flame pillar: it erupts out of a roaring pillar of flame
Storm Elemental

Storm Elemental

Steady Default

A crackling stormcloud that hangs back and lashes foes with quick lightning from six tiles.

Bodies
1 per cast at rank 1
HP each
0.7× a plain summon
Damage per hit
1.2× a plain summon
Attacks
every 0.6s
Moves
4.8 tiles/s
Range
6 tiles, keeps 3–5 away
Applies
Shocked 15% · 3s
Damage type
lightning
Master passive
Static Charge: +8% Attack Speed, +3% Cooldown Reduction while one stands
Arrival
Lightning strike: it lands in a lightning strike from a storm that isn't there
Stone Elemental

Stone Elemental

Tank

A slow grey hulk of living rock that roars to drag foes off you and shrugs off their blows.

Bodies
1 per cast at rank 1
HP each
2.4× a plain summon
Damage per hit
0.9× a plain summon
Attacks
every 1.5s
Moves
3 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Stoneskin: +2 Armor Class, +2 HP Regen / s while one stands
Arrival
Rising rubble: it heaves itself up out of a ring of rising rubble

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

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 14). Numbers below are without perks.

Bind Elementals mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14530s—Learned
2Lv 14529.7s+3%Elemental HP +15% · summon HP +15%
3Lv 24429.4s+6%+1 to the binding (the circle thins: elementals −10% damage) · 3 summons
4Lv 44429.1s+9%
5Lv 53428.8s+12%Cost −20%
6Lv 63428.5s+15%+1 to the binding (elementals −10% damage) · 4 summons
7Lv 83328.2s+18%Elemental HP +20% · summon HP +35%
8Lv 103327.9s+21%
9Lv 123227.6s+24%+1 to the binding (elementals −10% damage) · 5 summons
10Lv 142127.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 30s

Rank 4: pick one

  • Ember Heart Elementals +15% damage, and every hit has a 20% chance to set its target Burning.
  • Tempest Heart Elementals attack 12% faster, and every hit has a 15% chance to Shock its target.
  • Greater Binding +1 to the binding: your elementals grow bigger, or another one answers the circle.

Rank 8: pick one

  • Wildfire (Ember Heart) Elementals +20% damage; Burning chance +15%.
  • Magma Hide (Ember Heart) Elementals +30% HP: they last a little longer in the thick of it.
  • Arc Lash (Tempest Heart) Every elemental hit arcs on to another foe within 3 tiles for 40% damage.
  • Overcharge (Tempest Heart) Elementals +15% damage; Shock chance +15%.
  • Bulwark Binding (Greater Binding) Elementals +25% HP.
  • Standing Circle (Greater Binding) Cooldown −25%: the chalk never quite fades.

Rank 10, Mastered: Elemental Sovereign: elementals last 50% longer, and your form's capstone wakes — Fire: Death Throes (a slain or expiring Fire Elemental bursts for 2× a hit within 1.6 tiles, 50% Burning) · Storm: Chain Lightning (every bolt leaps to a second foe within 4 tiles for 50%) · Stone: Bedrock (you and allies within 4 tiles of a Stone Elemental get +2 AC and 6% damage reduction).

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

Elemental Binding

A wizard who binds the raw elements — flame, storm and stone — into servants through circles of chalk and true names.

Skills

Features

  1. Lv 3
    Warded Circle The wards you draw to hold your elementals harden you too.
    • +15 Hit Points
  2. Lv 7
    Soul Tithe Every blow your side lands pays you a sliver of vigour.
    • +3 Life on Hit
  3. Lv 11
    Elemental Warding Flame and venom barely touch one who has stood inside the binding circle.
    • +20% Fire Resistance
    • +20% Poison Resistance
  4. Lv 15
    True Names You know the true names of greater things — and exactly where to hurt them.
    • +10% Damage vs Elites
  5. Lv 18
    Master of the Circle What crosses your chalk answers to you — flame, storm, stone or worse.
    • +15% Necrotic Resistance

Talents & roles

Wizards lean damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Wizard talents Party roles

Spellbook & mechanic

The Weave

Cast in the right order and the elements finish the sentence.

Elements react when they meet the status they prime: Thermal Rupture, Brittle Arc, Flashfire, Unravel, and Shatter under Coldsnap. Each reaction weaves a pip, and at five your next spell is a free Grand Weave.

Keystone: Coldsnap Weave · Chase legendary: The Eighth Winter

Wizards choose 8 pages from level 4, picking at levels 4, 9, 14 and 18:

All Wizard pages and variants How the Spellbook works

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
  • +3 random affixes

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.”

The Deepest Chart ◈ DEEP

War Staff · Weapon · drops from level 20

  • +10–28% Skill Damage
  • +3–8 Intelligence
  • +8–30 Max Resource
  • +3 random affixes

Uncharted Stars. Each cast sets a void star circling you (+2% skill damage each). At 7 they fall on foes for 175–210% weapon damage each.

Margin Notes. Kills refund 30–40% of your last skill's cost.

Here Be Monsters. Every 24 foes your skills strike, 3 void rings burst out of you: 280–320% weapon damage each, flinging foes back. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“A chart of a floor no one has reached, rolled tight around a staff. It unrolls when you aren't looking.”

Wizards are Arcanists: they can also wear the 9 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.