Levels Above 20th (CWH)

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The Player's Handbook lists experience levels and spell progressions only for wizards up to 20th level, but there is no rule that specifically restricts wizards from advancing to 21st level and beyond. There are, however, practical reasons for restricting advancement into unusually high levels. Not only is it difficult for the DM to design meaningful challenges for these characters, players quickly become bored with characters whose powers and abilities rival those of the gods. A good policy is to enforce mandatory retirement of characters once they reach 20th level; pages 20–21 of the Dungeon Master's Guide explain how this is done.
Ambitious DMs and curious players are free to explore the campaign possibilities of the upper levels if they so desire. Table 12 gives the experience point requirements and Hit Dice for wizards of levels 21 through 32 (this table is an extension of Table 20 on page 30 of the Player's Handbook). A wizard must earn 365,000 experience points per level to achieve each level beyond 32. After 10th level, wizards earn 1 hit point per level, and they no longer gain additional hit point bonuses for high Constitution scores.
Table 13 gives the spell progression for wizards of levels 21 through 32 (this table is an extension of Table 21 of the PH ). For 33rd level, add one each 5th-, 6th-, and 7th-level spell; for 34th level, add one each 1st-, 2nd-, 3rd-, and 4th-level spell; for 35th level, add one each 8th- and 9th-level spell; and for levels beyond 36th, repeat this progression.
 Table 12: Wizard Experience Levels Beyond 20th
Level	Mage/Specialist	Hit Dice (d4)
21 	4,125,000 	10+11
22 	4,500,000 	10+12
23 	4,875,000 	10+13
24 	5,250,000 	10+14
25 	5,625,000 	10+15
26 	6,000,000 	10+16
27 	6,375,000 	10+17
28 	6,750,000 	10+18
29 	7,125,000 	10+19
30 	7,500,000 	10+20
31 	7,875,000 	10+21
32 	8,250,000 	10+22
 Table 13: Wizard Spell Progression Beyond 20th Level
WizardLevel	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level
WizardLevel	1 	2 	3 	4 	5 	6 	7 	8 	9
21 	5 	5 	5 	5 	5 	4 	4 	4 	2
22 	5 	5 	5 	5 	5 	5 	4 	4 	3
23 	5 	5 	5 	5 	5 	5 	5 	5 	3
24 	5 	5 	5 	5 	5 	5 	5 	5 	4
25 	5 	5 	5 	5 	5 	5 	5 	5 	5
26 	6 	6 	6 	6 	5 	5 	5 	5 	5
27 	6 	6 	6 	6 	6 	6 	6 	5 	5
28 	6 	6 	6 	6 	6 	6 	6 	6 	6
29 	7 	7 	7 	7 	6 	6 	6 	6 	6
30 	7 	7 	7 	7 	7 	7 	7 	6 	6
31 	8 	8 	8 	8 	7 	7 	7 	6 	6
32 	8 	8 	8 	8 	7 	7 	7 	7 	7
== Spells Above 9th-Level==
There are no spells higher than 9th-level, and there never should be. Including higher-level spells would not only greatly imbalance the game, it would also give characters access to magic reserved exclusively for gods.
DMs contemplating the idea of designing 10th-level or higher spells in spite of this advice should first consider the implications of wish, generally considered to be the most powerful of all the spells. To be worthy of its superior ranking, any 10th-level spell would have to be significantly stronger than a wish, and if the game is to retain its integrity, that's a mighty tall order.
In a high-level campaign, the DM might decide that his characters do not have access to an adequate number of high-level spells. Rather than fuss with 10th-level spells, the DM is encouraged to add to the list of 9th-level spells (see the section on Spells in Chapter 2 for suggestions)
=== EDITOR'S NOTE Level 10 spells discovered===
(there are actually level 10 spells found in Dungeon Master Option: High-Level Campaigns as well as in the Dark Sun setting.
* Wizards (HLC)
* :Category:True Dweomers
* Avangion (Class)
* Dragon (Class)
* New Wizard Spells (DK)