Wizards (HLC)

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High-level wizards are unquestionably the most powerful characters in the campaign. While physically weak, the right combination of protective magical items can make them all but invulnerable to attack except by high-level warriors—who often have a hard time getting close enough to make melee attacks—and other high-level wizards. Wizards continue to receive extra proficiencies and hit points until level 30. Wizards receive very little in the way of special skills once they reach 20th level, as their ability to create magical items and cast an ever-increasing number of spells—including 10th-level spells—gives them a great deal of power already.
 Table 43: Wizard Advancement Beyond 20th
Level	Experience Points	———Proficiencies———	———Proficiencies———	Hit Points(d4)*
Level	Experience Points	Weapon 	Nonweapon 	Hit Points(d4)*
20 	3,750,000 	4 	10 	10+10
21 	4,125,000 	4 	11 	10+11
22 	4,500,000 	5 	11 	10+12
23 	4,875,000 	5 	11 	10+13
24 	5,250,000 	5 	12 	10+14
25 	5,625,000 	5 	12 	10+15
26 	6,000,000 	5 	12 	10+16
27 	6,375,000 	6 	13 	10+17
28 	6,750,000 	6 	13 	10+18
29 	7,125,000 	6 	13 	10+19
30 	7,500,000 	6 	14 	10+20
: * Bonus hit points from high Constitution scores are not added after 9th level.
 Table 44: Wizard Spell Progression
Level	1	2	3	4	5	6	7	8	9	10
20 	5	5	5	5	5	4	3	3	2	1
21 	5	5	5	5	5	4	4	4	2	1
22 	5	5	5	5	5	5	4	4	3	1
23 	5	5	5	5	5	5	5	5	3	2
24 	5	5	5	5	5	5	5	5	4	2
25 	5	5	5	5	5	5	5	5	5	2
26 	6	6	6	6	5	5	5	5	5	3
27 	6	6	6	6	6	6	6	5	5	3
28 	6	6	6	6	6	6	6	6	6	3
29 	7	7	7	7	6	6	6	6	6	4
30 	7	7	7	7	7	7	7	6	6	4
==Wizards Beyond 20th Level==
Sage Ability: At 21st level, a wizard has accumulated enough books and esoteric knowledge to function as a sage (see Dungeon Master Guide, Chapter 12). The wizard can answer general questions in two categories listed on table 61 in the Dungeon Master Guide, but one category must be Alchemy or Chemistry. This reflects the character's knowledge of magical potions and scroll inks. The player can choose the remaining category or the DM can assign one.
The character's base chance to answer a general question is 6 or less on 1d20, modified by the character's Intelligence/Knowledge bonus.
At 24th level, the character can answer specific questions after acquiring 1d6 books or scrolls at a cost of 1,000 gp each.
At 27th level, the character can answer exacting questions after acquiring 1d6 additional books or scrolls at a cost of 1,000 gp each.
It is always possible for a character to discover the answer to a difficult question by consulting another character, undertaking an adventure the DM has devised, or by engaging in very lengthy and expensive research. See the magical item creation rules in Chapter 4 of this book and the spell research rules in Chapter 7 of the Dungeon Master Guide for guidelines.
For example, a high-level wizard with a knowledge of history might discover the answer to a fairly simple, but specific, question (What was the name of King Rassmon's oldest daughter?) after 1d3+1 weeks of study at a cost of 100 gp a week. This is the same as the cost to discover a potion formula. A very difficult and esoteric question (Who made the carpet that lay in king Rassmon's great hall?) might require as much time and money to research as a 6th- or 7th-level spell. The chance to know the answer would be the same as that for successfully researching the spell.
==Skills For High-Level Wizards==
: See Skills For High-Level Wizards (HLC)