Greg Gorgonmilk's last post reminded me just how unwizardly wizard towers can be. For now, warming up for a possible community project, here's a table with some ideas. They might not be easy to model as wargames terrain, but for tactical roleplaying they're fine.
The wizard's tower is... (1d10)
- anchored along sunbeams in a shaft of unusually vivid light and accessible only by means of a reconfigured spell for illumination adjusted to the given wavelength.
- zipped up in a dimensional hollow; the hollow and/or the owner may be a braner.
- strung taut up into the heavens, space elevator-like; the wizard may import/export offworld and/or keep a personal space fleet, or be luring someone else's from afar.
- inside an exceptionally dense orbital introid (a large mass orbiting within a world's atmosphere), accessible using convection currents, maybe Mary Poppins-style.
- tightly woven from thick silver cord and suspended somewhere on an astral plane.
- built upside down into the ground, the foundations showing flush with the surface.
- compressed into a pointed hat (I thought Jason had done this, but I can't find it..).
- one fractal scale further down, easily mistaken for the wizard's intricately carven staff - just as the wizard in turn is easily mistaken for a woodworm while inside it.
- the original inspiration for the old British police box; often imitated, never bettered.
- sewn of the outer skins of gas giants, bobbing like a cork on a lost sea of stars.
There's a chance ambition got the better of the wizard and it's unfinished. If so, roll here.
A potential problem is the use of a d10. This seems to be the old new d6 in wargaming, but if you don't have one and can't wait for Gates of Antares or pick one up at a friendly local gaming shop, I'd suggest Q-workshop more for form and Game Science for function
For the moment though you can just roll a d6 twice, first as 1d2. If the result of this first roll is a 1, roll 1d6 to get a number of from 1 to 5, i.e. rerolling any 6s. If the first result is a 2 instead, roll 1d6 and add 5 to get a number of from 6 to 10, again rerolling any 6s.