Advanced Dungeons and Dragons Second Edition: Wizard: High-Level Wizards
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High-Level Wizards

High-level wizards gain additional abilities as they advance in level. These benefits do not apply to kits which detail alternate benefits for characters of 21st-level or higher.
Sage Ability: At 21st-level, a wizard has accumulated enough books and esoteric knowledge to function as a sage. The wizard gains Sage Knowledge as a bonus skill in two categories listed on Table 5.4.11 in Chapter 5. One category must be selected from the following: Alchemy, Chemistry, Metaphysical Theory, Inner Planes, Outer Planes or Schools of Magic. However, the other category may be any the character desires. If the wizard does not have the prerequiste skill for the category he selects, the prerequiste is gained as a bonus skill. This reflects the character’s knowledge of magical potions, scroll inks and general magical theory.
At 24th-level and 27th-level, the character receives another category of Sage Knowledge as a bonus skill.
Note, if the wizard does not have his own library or unrestricted access to a library, it will cost 1,000 to 6,000 gp to purchase books and scrolls each time the character attempts to answer a specific or exacting question.
Read Magic/Comprehend Languages: A wizard of 22nd-level or higher can read magic and comprehend languages at will as the first-level spells of the same name.
Detect Magic: A wizard of 23rd-level or higher may detect magic at will as the first-level spell of the same name.
Detect Scry: A wizard of 25th-level of higher is instantly aware of when he is the subject of a divination spell or spell-like effect.
Longevity: A wizard of 26th-level extends his natural lifespan by 10 years per level gained hereafter.
Magic Resistance: Wizards of 28th-level or higher gain a base 5% magic resistance against magic wielded by casters of lower level.
Spell enhancement: A Wizard of 30th-level or higher gains the ability to cast 1st-level spells he knows through an act of will. Spells with a casting time of one round or less are considered to have a casting time of 1. Spells with a casting time of more than a round have the normal casting time. These spells require no verbal, somatic or material components. Spells cast by act of will are considered fixed magicks for purposes of determine spell point cost.
Strongholds: Unlike many other characters, wizards gain no special benefits from building a fortress or stronghold. They can own property and receive the normal benefits, such as monthly income and mercenaries for protection. However, the reputations of wizards tend to discourage people from flocking to their doors. At best, a wizard may acquire a few henchmen and apprentices to help in his work.

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