d100 Reasons the Wizard is more than they Seem

There’s a world of difference between being a mere “Magic User” and being a Wizard. A Magic User has retained their humanity. They’ve learned to force some spells into their brain, but they’ve yet to completely abandon everything of love and decency in the pursuit of greater magical powers.

Being a Wizard takes more than gaining levels in a class. It requires a disregard for decorum, ethics, or even one’s own safety. Any Wizard your party encounters out in the wide world will have the standard accouterments of a Magic User, that is true. But they’ve also made deals with creatures whose mere description could strike a man blind with fear. They’ve subjected their bodies and their souls to experiments no sane person would wish upon their worst enemies. They’ve learned truths mortal man was not meant to know, taken apart their own minds and reassembled them from scratch, and have grown bored with puzzles that lesser men could spend their whole lives deciphering.

There’s more going on there than a d4 hit die and a list of spells.

So if your party encounters a Wizard, roll a few times on this table. Note that all of these are meant to be taken as inherent powers that the Wizard has. Any wizard of such significant experience likely has a number of magical oddments secreted about their person as well.

  1. Phenomenal physical strength. This Wizard can hurl great boulders or punch through stone walls with their bare hands.
  2. This Wizard’s head is bald, and covered with dozens of eyes. Not only can they see in every direction, but each eye can emit a beam of burning light at whatever it looks at, dealing 1d4 damage.
  3. If standing in water of at least waist-depth, the Wizard can suffer no wounds. They draw vitality from the water, and have an effective fast healing of 100.
  4. The Wizard’s arms can stretch out, as though they were made of some elastic material. They can reach up to 100′ away from their bodies, bend their arms in any direction they require, and do not lose any of their strength regardless of how far their arm is from their body.
  5. Rather than carbon monoxide, this Wizard exhales a poison gas to which they are immune. In the open this effect is mild and not worth mentioning. However, if a character is in an enclosed space with the Wizard for longer than 1d4 rounds, they must begin making a save versus Poison each round. Each failure results in a temporary -1d4 to a random ability score.
  6. By manipulating the fabric of time itself, the wizard has managed to create a bubble in which future technology can exist. The Wizard may carry any number of future oddities: a gun, a smartphone, a drone, lightweight bulletproof armor, etc. If the Wizard dies, all this technology will realign with its proper time frame. From our perspective, it will simply disappear.
  7. The Wizard cannot die a natural death, and will live until some mortal harm befalls them. They may now have already lived for centuries, or even millennia.
  8. The blood of the Wizard has been replaced by a pressurized gas that ignites when it contacts the air. Any puncturing or piercing wound against the wizard will result in a gout of flame. A 30′ cone, dealing damage equal to the Wizard’s remaining health to anyone within its area. Save versus Breath for half damage.
  9. The Wizard’s skin cannot be cut by any means, unless they are willing. It may still be bludgeoned, but it will not break. Slashing or piercing weapons deal a greatly reduced amount of damage because of this.
  10. Gravity does not appear to affect this Wizard. They drift, keeping near the ground by a mechanism from which they can easily detach if they wish to float freely. They have become skilled at bouncing off of walls, leaping out of range, and otherwise using this affliction to their best advantage.
  11. After performing more squats than you could ever fathom in a time-stopped pocket dimension, this Wizard can now leap up to 100′ in the air. Regardless of how high they fall from, they will never suffer any damage from a fall. Even if they were to fall from orbit, assuming they had some way of surviving entry through the atmosphere.
  12. The Wizard can cast spells “by ear,” as it were. If they have an empty spell slot of sufficiently high level, and they see a spell cast, then that spell will appear in their empty spell slot. They can cast it as normal, or keep it until later to inscribe into their spellbook without any difficulty.
  13. By looking at a person, this Wizard gains an intimate understanding of that person’s religion, probably knowing even more about it than they do. The Wizard often uses this to impersonate deities and prophets. A few hours after losing sight of a person, knowledge of that person’s religion fades.
  14. The Wizard is accompanied by a (1. Close Friend, 2. Lover, 3. Devoted Vassal, 4. Magically bonded slave) who is a (1. Minotaur, 2.Succubus, 3. Horned Devil, 4. Giant, 5. Dinosaur, 6. Dragon)
  15. The Wizard has absolute mastery-level experience in a completely unrelated career, which they spent decades in prior to pursuing the mystic arts. (1. Sailing, 2. Politics, 3. Fine Arts, 4. Natural Philosophy, 5. History, 6. Engineering, 7. Beast Taming, 8. Metalcrafting)
  16. Sleep is completely unnecessary for this Wizard, and they are filled with a nervous energy that makes even their downtime insanely productive. This has allowed them to train a second class without impacting their Wizardly pursuits. They get all the benefits of their second class, which has roughly half the number of levels that they have in the Magic User class. (1. Cleric 2-3. Fighter 4-5. Specialist 6. Something weird. Like one of the custom classes on this site.)
  17. The Wizard’s speech has a magical charge, making any command they utter have the force of a Command spell.
  18. Magic Missile scrolls are tattooed up and down each of the Wizard’s digits. They are able to cast the spell 10 times per day without expending any of their spell slots on memorizing it.
  19. The Wizard has already undergone 99% of the process required to become a lich. Their phylactery already exists, and the only thing left is for them to die. They’re in no hurry to do it, but when they do die, they’ll just be reborn as a lich.
  20. The Wizard’s beard is not made of normal hair, but of (1. Tentacles, 2. Snakes, 3. Insectile Legs, 4. Ooze, 5. Fire, 6. Prehensile Hair). There are 1d4 tendrils from here which are long enough to make attacks. If the Wizard is of a feminine persuasion, then instead of a beard this effect sprouts from her (1. Underarms, 2. Bush, 3. she just has a beard anyway, 4. She has this instead of boobs) Under no circumstances may head hair be used.
  21. The Wizard is (1. Resistant by half, 2. Immune, 3. Absorbs half, 4. Absorbs fully.) any damage which might reasonably be attributed to (1. Fire, 2. Cold, 3. Acid, 4. Electricity).
  22. By suffusing their body with the ectoplasm of numerous spectral infants, the Wizard is able to turn their body incorporeal at will.
  23. The Wizard’s appearance is fungible. They can alter it to resemble any human they choose, or create an entirely new appearance for themselves out of scratch.
  24. Under numerous aliases, this Wizard controls numerous organizations. Everything from local governments of seemingly unimportant towns, to big city guilds, to organized crime, to mercenary bands.
  25. The Wizard exudes pheromones with similar effect to a Charm Person spell. Anyone who can smell them must save.
  26. From their sleeve the Wizard can pull any nonmagical, nonspecific object that would fit in a sleeve. So for example, they can pull out a watch to check the time, but cannot pull out a magical watch that stops time, or your father’s watch that you just said you’d pay a fortune to have back.
  27. The Wizard has eithera 16′ long prehensile penis that can entangle and compress victims to death; or they have a pair of acid-filled tits which can spray in a 15′ cone at will. Which one the Wizard has is irrespective of their gender.
  28. The pores of the Wizard ooze a kind of gooey oil which makes them incredibly slippery. The Wizard uses this to slid around as though on skates, escape any bonds ever put on them, and to swim with incredible speed.
  29. Environmental concerns are of no concern to this Wizard. They can breathe under water, self-heat themselves in a blizzard, and self-cool themselves inside a volcano. This safety from the elements includes any magically imposed environments, but does not protect them from area of effect spells.
  30. A gem is embeded into the Wizard’s tongue. If they stick out their tongue while standing in a brightly lit area, a prism of color will refract out of the gem. This light eill envelope and contain everything in a 15′ square. The square may be placed anywhere within 20′ of the Wizard’s location.
  31. Any (1-2. Man, 3-4. Woman) encountered by the Wizard will instantly fall in love with them. There is no save involved, and they will wish only good things for the Wizard, seeking their approval. Any creature without gender is immune to this effect.
  32. The secret of human construction is known to the Wizard. Over the course of about a week, they are able to fully construct an adult human from component elements. These humans are independent, but obviously most of them accept that they owe some notable debt to their creator, and choose to serve the Wizard. Several of these will accompany the Wizard.
  33. There are actually 2d2 Wizard’s minds contained within this single body, shared due to some catastrophe while traveling the outer planes. Each of the minds possesses a full spell list, ready to cast. The body can only cast one spell at a time, probably.
  34. The Wizard is able to run as fast as a galloping horse, and never tires of their exertion in this regard.
  35. The Wizard is able to move objects telekinetically, without any limit on how frequently or how long they can do so. They can move up to (1. 10lb, 2-4. 80lb, 5-6. 200lb), (1. Slowly, but with great precision. 2. Slowly and clumsily, 3-5. With great speed, but still clumsily 6. With great speed and precision)
  36. The Wizard’s hands can be detached, and will then animate to act as the Wizard’s servitors, with the ability to fly. New hands will grow on the Wizard’s stumps after about 1 turn. The detached hands will wither and die after 1d6 turns.
  37. The Wizard is possessed of Superman-style Super-Breath. Hurricane force winds as cold as a blizzard. They can do this as often as they’re able to get a really deep, satisfying breath. So, at most, every 2d4 rounds, and never if they’re exhausted from heavy physical activity.
  38. The Wizard has an Omega Gaze. They may use it once per 10 minute turn, and it will follow its target until it strikes them without fail. The beams deal 2d12 damage, but a save versus Device will reduce the damage by half.
  39. A powerful creature owes the Wizard a favor, and will come to their aide when summoned (1. Djinn, 2. Vampire, 3. A titanic intelligent lion 4. An elder dragon.)
  40. Like an ioun stone, a tiny door orbits their bodies. At will they may use their hands to pull the door wide enough to step through. It leads into a pocket dimension where they store numerous weapons and treasures. Many of these can easily be removed merely by reaching into the door while it is in its miniaturized state, so that the Wizard is never truly unarmed.
  41. Stones speak to the Wizard, and respond to his questions. They cannot act on the Wizard’s behalf, but they know much of what happens around them.
  42. The Wizard knows they are in a game, and is annoyed that they’ve accidentally wandered onto the main stage. They know all of the rules of the game, and would like to extricate themselves from the spotlight as soon as possible so they can go back to whatever they do when no one is imagining them. Considers it an insult to speak to characters, and will speak only to players and to the referee directly.
  43. For a brief moment the Wizard achieved godhood a few years ago. They were knocked back down to earth by a pantheon unwilling to accept such a pompous little mortal into their midst; but they retained one minor vestige of their divinity (1. Invulnerability to hit point damage, 2. They know everything that more than five people in the world know. 3. The ability to shape their environment to suit their will 4. The ability to un-make anyone who blasphemes them in their presence.)
  44. This Wizard has already evolved beyond their physical form, but are still muddling about in their physical bodies. Death would release them to achieve some higher form of existence. Flip a coin to determine if the Wizard knows this.
  45. Each time the Wizard says a character’s full name, they gain 1 point of power over that character. This information is kept secret, though players might notice the creepily deliberate way their names are being repeated. At will, the Wizard may activate this power. Each point of power deals 1 point of damage, and if a character is killed in this way, they become an undead servant of the wizard. They fully retain their faculties, but must obey the wizard’s commands as their body slowly rots. The Wizard must know a name before they can speak it, and when spoken, it must be audible to the target in order to count. After a day, if they are unused, points of power fade away.
  46. The Wizard may bilocate. While doing so, they exist fully in two different places at once. If one is destroyed, it does not matter, because the other is no less of the whole. When the two instances of the Wizard come together, they may combine, and thus the single Wizard will have lived a pair of simultaneous experiences.
  47. Fire obeys the Wizard, and will spread in the direction they indicate. It may also take on shapes, flare, smoke, or smoulder at the Wizard’s behest.
  48. The body of the Wizard is like a magical sponge. It draws all mystic energy into itself. While in the presence of this Wizard, no magic items or magic spells will work, save those that the Wizard is channeling their own energies into.
  49. The Wizard is posessed of many of the properties of spiders. They are able to spin webs from their fingertips. climb walls, move with great speed and agility, are much strong than they ought to be, and have incredibly accute senses. This Wizard is spider-man, is what I’m saying.
  50. No creature can bring itself to act violently against the Wizard, for any reason. If the Wizard acts violently first, then whomever in the area has the strongest save versus Magic may attempt a save. If they succeed, then they can act violently, and whomever has the next weakest save versus Magic may attempt a similar save. So on and so forth, until someone fails a save, at which point no one else may attempt one.
  51. This Wizard stands 9′ tall, with the strength and constitution of a weight lifter. They’re an imposing figure, with the maximum hit points that they could possibly have given their level and hit dice.
  52. Anybody with any manner of noble pedigree believes they have fond memories of this Wizard. Upon seeing this Wizard for the first time they will remember when the Wizard used to perform little tricks for them, and when they stood up to an angry parent on the noble child’s behalf. These memories will never fade, and The Wizard finds it quite easy to get any favor they need from the upper classes.
  53. The name of this Wizard is very powerful. They dare never let anyone know it, for if someone knows their name, they become immune to the Wizard’s magic.
  54. This Wizard tricked and slew god’s own messenger. They stole the throat of this semi-divine creature, and now a tinge of blue and white glows beneath the skin of their neck when they speak. Everything they say is completely captivating. Every joke riotously funny, every speech moving, every poem will move an audience to tears. Their words always have the best possible effect that was intended.
  55. They have vision which (1. Freezes people in place, 2. Turns people to stone, 3. Turns people into their mind-slaves 4. Switches souls with the target). The effect can be avoided with a save versus Magic. This ability may be used (1. Every round, 2-3. Every 3rd round, 4-6. 1d6 times per day)
  56. The Wizard’s feet never touch the ground. They fly everywhere effortlessly.
  57. The wizard is able to grow to the size of a titan (20-30′ tall), or to the size of an insect at will.
  58. The Wizard is permanently able to speak with (1. Plants 2. Animals 3. All languages of the common races 4. The dead). To the Wizard, being able to speak to these things has become second nature.
  59. Every race sees the Wizard as a member of their own race. Be they human, house cat, goblin, dragon, giant, or anything else.
  60. This Wizard is able to transform into a (1. Lion, 2. Eagle, 3. Hammerhead Shark 4. Ladybug 5. Iguana 6. King Cobra) at will.
  61. This Wizard can transform into a pool of liquid at will. They can move around so long as they are going downhill, or on a more-or-less even surface. The puddle can also shape itself however it chooses. So it can become a thin strand to slid across a tightrope, so long as that tightrope doesn’t go up.
  62. Wherever they are, the Wizard always seems to have a fine manse just over the horizon. This manse won’t be there unless the Wizard is approaching or occupying it, however. Each manse is different, filled with fine luxuries, accoutrements, and servants, all of which are real and could potentially be removed from the premises before the manse ceases to exist again.
  63. The Wizard can breathe just like a dragon can. Roll to determine the type of dragon their breath emulates: (1. Red, 2. Black, 3. Blue, 4. White, 5. Green, 6. Something really weird).
  64. Each morning the Wizard removes a book from under their pillow. The book is always different, describing whatever new challenges the Wizard may face that day. It does not describe what will happen, only what is in the Wizard’s path. The information in these books looks very much like the referee’s notes, and the character sheets of any characters present at the session.
  65. This Wizard is permanently invisible, and must wear full-body coverings to appear visible.
  66. All (1. Ravens, 2. Frogs, 3. Porcine Creatures, 4. Spiders 5. Human children 6. Moles 7. Chickens 8. Ferrets) will obey the Wizard’s mental commands.
  67. The Wizard may travel up to 2 miles with every step they take if they so wish.
  68. The Wizard’s saliva is a pleasant narcotic. Their body produces it in perfect amounts to keep them high, and if they want they can spare some spit now and again for other people. They are a really, really good kisser.
  69. A serpent of exceeding wisdom lives inside the Wizard’s butt. It tells them things. Amazing things.
  70. The Wizard has a low-level mind read active at all times, allowing them to sense the surface thoughts of everyone around them.
  71. This Wizard has so many kinds of vision up in their eyes. X-Ray vision. Night vision. Far-vision. Micro-vision. So many visions.
  72. This Wizard is currently living through this day for the third time. They can avoid 2d4 mistakes. Anytime the referee feels that the Wizard has made a mistake, they can reverse time to when that mistake was made, and make a different choice.
  73. Randomly determine a member of the party. Secretly, the Wizard is that character’s parent.
  74. If someone looks into the Wizard’s eyes, they are incapable of telling a lie.
  75. The Wizard is an absolute master of seduction, is exceptionally good at sex, and knows how to make just about anybody feel appreciated and respected the morning after as the Wizard takes their leave. There’s nothing magical about this, they’re just a really amazing lay.
  76. The Wizard currently carries a magic item of world-altering significance. The sort of thing that might serve as the Mcguffin for a huge adventure. The Wizard had no plans to use this item today, and may never have intended to use it. They might intend only to study it, or even to destroy it, but if the day goes poorly enough for them…
  77. Accepting employment contracts from this Wizard is a trap. It places the employee under a nearly unbreakable spell of servitude which can only be broken if the Wizard can be tricked into saying  “eleven.”
  78. The Wizard is currently astral-projecting themselves from an unknown location. They’ve been doing so for so long that their spirit has grown a new physical body around itself, and they’ve forgotten where their true body is. If their current body is killed, they will be snapped back to their actual body’s current location. Note that their current body need look nothing like their true body, and they may even be a different age, gender, or species.
  79. At will, the Wizard can place themselves, and anyone within 60′, inside of a pocket dimension. This dimension lasts for as long as anyone is inside of it, and looks exactly like whatever area was in a 60′ radius of the Wizard when the pocket was created.
  80. 10 tiny polyps grow on the Wizard’s body. If cut off and cast to the ground, these instantly grow into naked, burly warriors ready to defend the Wizard with their lives.
  81. The Wizard has adhesive spit. It’s remarkably sticky, instantly hardening, and tough enough to hold the short side of a brick to a wall.
  82. The Wizard has acidic urine. They can only use it if they’ve had enough water, but it’ll melt pretty much anything.
  83. The Wizard has explosive poop. It detonates roughly 20 seconds after it is excreted, and thus must be thrown quickly to avoid self-harm.
  84. The Wizard has a 4-in-6 chance to have the perfect potion for any situation on their belt. These are never general potions, like healing potions or Giant’s Growth potions. These are bizarrely specific. Stuff like “Potion of Manacle Breaking,” “Tincture of odorless farts,”
    and “Shark repellent.”
  85. This Wizard has business cards which they hand out to everyone they meet. If anything interesting is said within “earshot” of the card, it appears in a little notebook the Wizard carries, which they read through each morning over coffee.
  86. A large portion of this Wizard’s brain has been replaced with a crystalline structure from another world. The crystals are hyper-logical, and view the world through a vastly different lens. The Wizard themselves still displays emotion, as their brain is not completely gone, but the crystals provide them with lightning-fast thinking when processing logic or mathematics, as well as a perfect photographic memory.
  87. The Wizard has fused themselves with a water elemental. Their body appears just like any normal example of their race, but objects pass harmlessly through it, leaving only ripples behind. They may move and act with all of the abilities you would expect from a water elemental.
  88. With a wave of the hand this Wizard may reinvigorate the life in items made from wood. Any within his presence will begin to grow branches and sprout leaves, becoming unsuitable for whatever purpose they originally had. The Wizard’s own equipment is made of metal, bone, ceramic, etc so as to avoid this becoming an issue.
  89. This Wizard cannot be affected by foreign substances. Poisons have no impact, but neither do intoxicants. The Wizard was quite fond of a night of boozy revelry prior to this alteration, and views it as a poor trade.
  90. The wizard has rearranged their own internal anatomy. They are immune to critical hits, sneak attacks, and any form of non-magical medicine.
  91. Whoever kills this Wizard is actually the one who dies, for when this Wizard is killed, their mind transfers into the body of their killer. The only thing this Wizard really fears is death by accident or old age.
  92. If this wizard touches you, your skin will display a black spot. Anyone who sees this spot will know you are marked for death and that no one can be prosecuted for killing you. No judge will convict them, and indeed, they will be entitled to all of your property for doing the world a favor by getting rid of you.
  93. At will, this Wizard may ignite their index finger as if it were a sparkler. They can then write and draw in mid air, and the images will not disappear until they snap their fingers.
  94. The fey folk once danced for weeks while this Wizard played a jig on the pipes which nearly exhausted them to the point of death. But the fey were satisfied, and as a gift they gave the Wizard tremendous luck. Any rolls made in relation to the Wizard must be rolled twice, and the result more beneficial to the Wizard is taken. This goes for attack and damage rolls made by OR against the Wizard, as well as rolls on random tables, ability or skill checks, and any other kind of roll that might occur.
  95. Any body of drinking water which touches this Wizard’s lips is turned to a sweet wine.
  96. Any damage dealt to this Wizard by the direct action of an individual is also dealt to that individual. So if you deal 4 points of damage by stabbing this Wizard, you take 4 points of stabbing damage yourself. If, on the other hand, you tie the Wizard to a chair inside of a building, and then light the building on fire, you will take no damage. Just don’t be dumb and push the wizard into the fire once it’s started blazing.
  97. This Wizard can control the weather with simple gestures of their hands, guiding the wind to blow in a given direction with a given amount of force, calling down rain or hail, and even bolts of lightning once a storm has really gotten going.
  98. This Wizard eight long tentacular arms, ending in normal human hands, growing from their back parallel to their spine.
  99. The Wizard has partially fused themselves with a creature they were experimenting on. They’ve taken on some of the physical attributes of this creature, as well as gained some of its talents. (1. Hare, 2. Tortoise, 3. Falcon, 4. Bear, 5. Dog, 6. Iguana.)
  100. The Wizard “bounces” as if they are made of rubber in a cartoon. Weapons bounce off of them, they can shoot themselves high into the sky by “cannon balling” at the ground. A fall can never hurt them. They can even attack and deal serious damage by bouncing themselves at an enemy.

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