As with all of the character classes in the game, the Wizard's skills are subject to change at any time. This list of skills is correct as of April 2012. The Wizard has 25 Active skills and 15 Passive skills. The Wizard's Active skills can be further divided into Signature skills, Secondary skills, Defensive skills, Force skills and Masteries.
Active skills:
Magic Missile (required level: 1) - Launch a missile of magic energy, causing 110% weapon damage as Arcane. This is a Signature spell. Signature spells are free to cast.
Ray of Frost (required level: 2) - Project a beam of frozen ice that blasts 215% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 30% for 3 seconds. Costs 20 Arcane Power.
Shock Pulse (required level: 3) - Release a medium range pulse of 3 unpredictable charges of electricity that deal 105% weapon damage as Lightning. This is a Signature spell. Signature spells are free to cast.
Frost Nova (required level: 4) - Blast nearby enemies with an explosion of ice and freeze them for 3 seconds. Has a cooldown of 12 seconds.
Arcane Orb (required level: 5) - Hurl an orb of pure energy that explodes when it hits, dealing 175% weapon damage as Arcane to all enemies within 10 yards. Costs 35 Arcane Power.
Diamond Skin (required level: 8) - Transform your skin to diamond for 6 seconds, absorbing up to 10853 damage from incoming attacks. Has a cooldown of 15 seconds.
Wave of Force (required level: 9) - Discharge a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 60% and deals 200% weapon damage as Physical. Costs 25 Arcane Power and has a 15 second cooldown.
Spectral Blade (required level: 11) - Summon a spectral blade that strikes all enemies in your path for 135% weapon damage. This is a Signature spell. Signature spells are free to cast.
Arcane Torrent (required level: 12) - Hurl a barrage of arcane projectiles that deal 175% weapon damage as Arcane to all enemies near the impact location. Costs 20 Arcane Power.
Energy Twister (required level: 13) - Unleash a twister of pure energy that deals 360% weapon damage as Arcane over 6 seconds to everything in its path. Costs 35 Arcane Power.
Ice Armour (required level: 14) - Surround yourself in a barrier of ice. Melee attackers are either Chilled or Frozen for 2 seconds. Lasts 120 seconds. This is an Armor spell. Only one Armor spell can be active at a time. Costs 25 Arcane Power.
Electrocute (required level: 15) - Lightning arcs from your fingertips, dealing 80% weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies. This is a Signature spell. Signature spells are free to cast.
Slow Time (required level: 16) - Invoke a bubble of warped time and space for 8 seconds, reducing enemy attack speed by 20% and movement speed by 30%. This bubble also slows the movement of enemy projectiles by 90%. Has a cooldown of 20 seconds.
Storm Armour (required level: 17) - Bathe yourself in electrical energy, shocking ranged and melee attackers for 70% weapon damage as Lightning. Lasts 120 seconds. This is an Armor spell. Only one Armor spell can be active at a time. Costs 25 Arcane Power.
Explosive Blast (required level: 19) - Gather an infusion of energy around you that explodes after 1.5 seconds, causing 225% weapon damage as Physical to all enemies within 12 yards. Costs 20 Arcane Power and has a cooldown of 6 seconds.
Magic Weapon (required level: 20) - Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 5 minutes. Costs 25 Arcane Power.
Disintegrate (required level: 21) - Thrust a beam of pure energy forward, dealing 155% weapon damage as Arcane and disintegrating enemies it kills. Costs 20 Arcane Power.
Hydra (required level: 21) - Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 28% weapon damage as Fire. You may only have one Hydra active at a time. Costs 15 Arcane Power.
Familiar (requried level: 22) - Summon a companion that will attack your targets for 20% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies and lasts for 5 minutes. Costs 20 Arcane Power.

Teleport (required level: 22) - Teleport through the ether to the selected location up to 35 yards away. Costs 15 Arcane Power & has a cooldown of 16 seconds.

Meteor (required level: 25) - Summon an immense Meteor that plummets from the sky, causing 200% weapon damage as Fire to all enemies it crashes into. The ground it hits is scorched with molten fire that deals 60% weapon damage as Fire over 3 seconds. Costs 60 Arcane Power.

Mirror Image (required level: 25) - Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. The images may cast some of the same spells as you, but those spells deal no damage. Has a cooldown of 15 seconds.

Blizzard (required level: 27) - Call down shards of ice to pelt an area, dealing 210% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack. Costs 45 Arcane Power.

Energy Armour (required level: 28) - Focus your energies, increasing your Armor by 65% but decreasing your maximum Arcane Power by 20. Lasts 120 seconds. Costs 25 Arcane Power. This is an Armor spell. Only one Armor spell can be active at a time.

Archon (required level: 30) - Transform into a being of pure Arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, and your Armor and resistances are increased by 40%. Every enemy killed while in Archon form adds 1 second to the duration of Archon. Costs 25 Arcane Power & has a 120 second cooldown.
Passive skills:

Blur (required level: 10) - Decreases melee damage taken by 20%.

Power Hungry (required level: 10) - Gain 30 Arcane Power whenever you are healed by a health globe.

Evocation (required level: 13) - Reduces all cooldowns by 15%.

Glass Cannon (required level: 16) - Increases all damage done by 15%, but decreases Armor and resistances by 10%.

Prodigy (required level: 20) - When you deal damage with a Signature spell, you gain 4 Arcane Power.The following skills are Signature spells:
Magic Missile.
Shock Pulse.
Spectral Blade.
Electrocute.

Astral Presence (required level: 24) - Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.

Illusionist (required level: 27) - Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset.

Cold Blooded (required level: 30) - Cold damage dealt to chilled and frozen targets is increased by 20%.

Conflagration (required level: 34) - Fire damage dealt to enemies applies a burning effect, increasing all damage done to them by 10% for 3 seconds.
Paralysis (required level: 37) - Lightning damage dealt to enemies has up to a 5% chance to Stun the target for 3 seconds.
Galvanizing Ward (required level: 40) - Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310 Life per second. The following skills are improved:
Energy Armor.
Ice Armor.
Storm Armor.
Temporal Flux (required level: 45) - Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds.
Critical Mass (required level: 50) - Critical Hits have a chance to reduce the cooldown of your spells by 1 second.
Arcane Dynamo (required level: 55) - When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage. The following skills are Signature spells:
Magic Missile.
Shock Pulse.
Spectral Blade.
Electrocute.
Unstable Anomoly (required level: 60) - When reduced below 20% Life, release a shockwave that knocks all enemies back. This effect cannot occur more than once every 60 seconds.
