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 characters 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.