Specialization paths
These are the paths listed for Wizard. Selecting a path does not grant every alternative. Requirements still apply.
Arcane Wizard
pure magic and bounded time manipulation (Intelligence)
Pure magic damage and time manipulation.
Elemental Wizard
fire/frost destruction (Intelligence)
Fire/Frost destruction.
Storm Wizard
mobile wind/lightning casting (Agility)
Mobile lightning/wind mage.
The class toolkit
Named progression abilities are part of the class pool. Level gates are not extra ability slots. Selected-path, resource, and activation requirements still apply.
| Level | Ability | In practice |
|---|---|---|
| 2 | Fire Bolt | Cast a focused bolt of fire from the prepared repertoire. |
| 4 | Frost Nova | Release a close-area frost burst to control nearby opponents. |
| 5 | Blink | Teleport a short permitted distance to reposition. |
| 6 | Fireball | Cast an explosive area spell at a valid destination. |
| 8 | Polymorph / Invisibility | Choose an eligible transformation-control spell or a concealment spell. |
| 9 | Arcane Mastery | Amplify spells through advanced preparation and control. |
| 10 | Meteor / Time Warp | Choose an ultimate falling strike or a bounded time-altering spell. |
In the story and on the track
Wizards prepare spells from a Spellbook before a match. Mana limits a kit that combines damage, control, mobility, and utility. Wizard players arrive with an opinion about preparation. Some annotate every encounter in a Spellbook; others swear by the same dependable selection until a rival finally forces a revision. Arcane Wizards pursue the elegance of magic and time, Elemental Wizards the force of fire and frost, and Storm Wizards the freedom of moving with wind and lightning. A full Mana pool feels like possibility, but the pleasure lies in choosing the spell that makes preparation pay off.
Resource rhythm
Wizards have a large Mana pool that limits their spellcasting. They prepare spells from a Spellbook before a match.
How it fits a build
Class and Spec each occupy one of the four core ability slots. Six stat slots complete the ten-ability layout. Class progression abilities are slot-free and level-gated; selecting a path does not automatically grant every alternative path. Costs, targets, timing, and access requirements still apply.
