The Wizard Armor Set is the basic spellcasting armor in Iron’s Spells ‘n Spellbooks, made entirely from
Arcane Cloth. Every piece gives a good amount of Max Mana and a bit of Spell Power for every school, and the
Wizard Robes can hold a spell of their own, so it’s a proper caster set rather than just a mana boost.
It’s also the set that almost every other caster armor is made from. The eight school sets and the Netherite Battlemage Armor all start as a piece of Wizard Armor, so you’ll be making it at some point whatever school you end up playing.
Obtaining
The set is crafted in a normal
Crafting Table, and Arcane Cloth is the only material you need. Each Arcane Cloth is 8
Arcane Essence around one block of
Wool, so the time goes into collecting Arcane Essence rather than anything else, and it’s worth having a stack or two saved before you start.
Crafting Chain
There are two helmets to pick from, the
Wizard Hood and the
Wizard Hat, and both take 5 Arcane Cloth in different shapes. The Wizard Robes take 8, the
Wizard Leggings take 7 and the
Wizard Boots take 4, all in the same shapes as their vanilla armor.
A full set with either helmet comes to 24 Arcane Cloth, which is 192 Arcane Essence and 24 Wool. It sounds like a lot, but Arcane Essence drops from a lot of the mod’s mobs and turns up in most magic Chests, so it adds up quicker than you’d think once you’re exploring.
The Hood and the Hat have exactly the same stats and both count as a Wizard helmet in every recipe, so it’s purely down to which one you think looks better. You can only wear one of them at a time, since they both go in the helmet slot.
If you’re short on Arcane Essence early on, the Wandering Magician Armor is a cheaper set to start with, or the Scarecrow Armor if you only want mana. Neither can be turned into school armor though, so you’ll still need Wizard pieces later.
Usage
Each piece of the set gives the same bonuses, and only the armor changes from slot to slot. The Wizard Robes are the only piece with a spell slot, and every piece can take Upgrade Orbs, be dyed or be upgraded into school armor later on.
Bonuses Per Piece
Every piece adds +125 Max Mana and +5% Spell Power for all schools. The full set gives +500 Max Mana, +20% Spell Power and 20 armor, which is the same armor as Diamond, just without the toughness, and the durability is slightly better than Netherite’s.
Wizard Hood
Wizard Robes
Wizard Leggings
Wizard Boots
The school sets give exactly the same mana and general Spell Power, and add +10% power in their own school on top. So the only thing a school set costs you over Wizard Armor is its four Runes, and there’s nothing to lose by upgrading once you’ve picked a school.
Wizard Robes Spell Slot
The Wizard Robes have one spell slot. Put them in an Arcane Anvil with a Scroll and the spell is stored in the Robes, then it appears on your Spell Wheel whenever you’ve got them on, even with no Spell Book equipped at the time.
A new Scroll replaces the spell that’s already there, and you can’t add a second slot, since the Lesser Spell Slot Improvement only works on Spell Books. A utility spell like Evasion or Teleport fits here, as it’s always ready no matter which Spell Book you’ve got equipped.
Upgrading at the Arcane Anvil
Each piece takes up to three Upgrade Orbs at the Arcane Anvil, through the upgrade system. The
Mana Upgrade Orb adds 50 Max Mana, the
Cooldown Upgrade Orb takes 5% off cooldowns, the
Protection Upgrade Orb gives 5% Spell Resistance and each school orb adds 5% to that school’s Spell Power.
If you want to take them off again, a
Shriving Stone in the Arcane Anvil removes every upgrade and the imbued spell, and hands the orbs back. That’s useful before you craft a school piece in a Crafting Table, as that recipe starts fresh and wouldn’t keep them.
As a Crafting Base
Wizard pieces are the base for the Pyromancer, Cryomancer, Electromancer, Archevoker, Shadow-Walker, Cultist, Plagued and Priest sets. Each school piece is the matching Wizard piece, that school’s Rune and an Arcane Essence, either in a Crafting Table or at a
Smithing Table with the Rune as the template.
The Smithing Table version keeps everything on the Wizard piece, so any upgrades and the spell in the Robes come across with it. The Netherite Battlemage Armor works the same way, with a
Netherite Upgrade Smithing Template, a Wizard piece and a
Netherite Ingot at the Smithing Table.
Dyeing
Wizard Armor can be dyed just like Leather Armor. Put a piece in a Crafting Table with one or more dyes and it’ll take on the color, and you can mix dyes or dye it again whenever you like to change it, so the set can be matched to your school.

Only the cloth changes color, so the trim and details stay the same whatever dye you use. The dye doesn’t change any of the stats, and it carries over if you upgrade the piece into school armor at a Smithing Table, since that keeps everything on the item.
FAQ
They only differ in how they look. They’re separate items with the same 3 armor, 125 Max Mana and 5% Spell Power, and both count as a Wizard helmet in the school armor recipes. Each one takes 5 Arcane Cloth, just in a different shape.
It takes 192 Arcane Essence and 24 Wool. The set needs 24 Arcane Cloth in total, which is 5 for the helmet, 8 for the Robes, 7 for the Leggings and 4 for the Boots, and each Arcane Cloth is 8 Arcane Essence around a block of Wool.
They do if you use the Smithing Table, since it keeps everything on the Wizard piece, including Upgrade Orbs, enchantments, dye and the spell in the Robes. The Crafting Table version gives you a fresh piece, so shrive it first if you go that way.
Put the piece in a Crafting Table with any dye, the same way you’d dye Leather Armor. You can add more than one dye to mix the color, and dye it again as often as you like, and the stats stay exactly the same.





