Magic and Spellbooks
There is no wizard class, because there are no classes. There are only knaves who carry spellbooks and knaves who don't. The full rules and designer's notes are in @Missing file.
Casting
A spellbook holds one spell, and casting it means holding the book in both hands and reading it aloud. Each book works once per day and is ready again at dawn. Every spellbook fills an item slot — a knave who wants a wide repertoire is a knave carrying a library instead of food, which is why Constitution is secretly the wizard stat.
The hundred spells
This project carries Knave's 100 level-less spells, one per book, in the Spellbooks folder. In their effects, L is your level, an item is anything liftable with one hand, and an object is anything up to human size. Unless a spell says otherwise, ongoing effects last up to L×10 minutes and reach up to 40 feet. Spells grow with you; no book is ever beneath you.
(Knave also swallows the leveled spell lists of any old-school game whole — with those, you may cast spells of your level or lower.)
Resisting
When a spell affects an unwilling creature, it is an opposed save: your d20 + Intelligence bonus against the target's relevant defense — usually Dexterity to dodge, Constitution against life-drain, Intelligence against mind-tricks, Wisdom against illusions. Success on their side reduces or negates the effect.
Getting more
You cannot create, copy, or transcribe spellbooks. New magic is recovered from dungeons or looted from other magicians — when a stray book turns up, the referee rolls on @Missing file. The more powerful a book, the rarer and dearer it is, and a knave who carries famous books openly should expect bandits and rival wizards to come asking after them. Your library is treasure that fights back for its former owners.