The Wizard.Art by Leinil Francis Yu.
The Wizard (also known
as the Wingless Wizard) is a supervillain in the Marvel Comics universe. His
first appearance was in Strange Tales #102.
Bentley Wittman grew up
possessing near-superhuman levels of genius and, as an adult, became an inventor
of great renown, selling his futuristic inventions to the wealthy and becoming
quite rich. He became known as the Wizard by legally assuming this stage name
and using his advanced scientific inventions to Perform feats of “magic.”
Intellectually bored, however,
he decided to defeat Johnny Storm, who had just appeared to the world as the
Human Torch. Pretending
to be a victim, he was rescued by the Torch and invited him to his high-tech,
futuristic mansion on Long Island where he captured the Torch with ease. The
Wizard then impersonated the Torch, launching a crime spree to destroy the Torchs
reputation, before being captured by the Fantastic Four and sent to prison.
The Wizard clashed many
more times with the Human Torch until the conclusion of one encounter sent him
flying uncontrollably upward by one of his anti-gravity discs, unable to descend
safely. He was rescued by two other adversaries of the Torch: the Sandman and
Paste-Pot Pete (soon after, the Trapster). After he suggested they team up,
a suggestion by the Trapster inspired him to form a team that would be a criminal
counterpart to the Fantastic Four, with himself, his two rescuers, and Medusa,
who was then suffering from amnesia; becoming the Frightful Four.
The Frightful Four proved
to be one of the most formidable menaces that the Fantastic Four had yet encountered.
The Frightful Four raided the Fantastic Four’s Baxter Building headquarters,
and affixed the Wizard’s anti-gravity discs to the four – minus Johnny, but
with Alicia Masters, who managed to alert the Torch with the Invisible Girl’s
flare gun. Johnny soon appeared and forced the Wizard to use his anti-grav ship
to free his team members before they floated into airless space. Then, together
they beat the Frightful Four until the Wizard and the Sandman exploded the Wizard’s
ship as a distraction, and escaped. Later, kidnapping the Invisible Girl, they
lured the Fantastic Four to a Pacific atoll where they rigged an experimental
“Q-bomb” to detonate. The Fantastic Four narrowly escaped. Weeks later,
the Frightful Four made their third attempt. Capturing the Thing, the Wizard
used his “Id Machine” to simulate the Thing’s natural tendencies toward
violence and brainwash him into obeying the Wizard’s commands. The Fantastic
Four finally managed to subdue the Frightful Four, then all but Medusa were
turned over to the authorities.
In his continued quest
to crush the Fantastic Four, the Wizard has tried many iterations of the Frightful
Four. He twice brought Medusa back into the ranks, but, as she was no longer
a criminal, having since regained her memories, she betrayed them both times.
He also never succeeded in finding a permanent replacement for her. His first
choice, Thundra, also ended up allying herself with the Fantastic Four as Medusa
did. Others who joined the team for a time included Electro, Llyra, and the
Brute (Reed Richards of the original Counter-Earth). When the Sandman appeared
to give up his life of crime, the Wizard formed a new team with Hydro-Man, Klaw,
and Titania. But however formidable, the Frightful Four have always been thwarted
by their heroic counterparts.
Very rarely has the Wizard
operated outside of the Frightful Four. Once, he formed a partnership with Mysterio,
but was foiled by Spider-Man. Another time, he teamed up with the Plantman to
escape prison and ran into a conflict with the Avengers. He was later broken
out of prison by Loki to join the inner circle of villains organizing the Acts
of Vengeance against the Avengers, but they were sorely defeated. Often avoiding
the limelight that he once embraced, the Wizard hoped to hide from authorities
using his former name Bentley Wittman. He was found by the Thunderbolts, however,
who convinced the Wizard to provide anti-gravity discs in order for them to
battle Graviton and, later, to attach to the Magneto Protocol Satellites. Later
still, when the Sandman had appeared to reform his criminal ways, the Wizard
took it upon himself to subject his former ally to his id machine, re-integrating
the Sandmans mind and restoring him to villainy.
Finally, when the Fantastic
Fours popularity reached an all-time low, the Wizard decided it was time
to re-form the Frightful Four once more. No longer motivated by petty jealousy,
the Wizard believed the Fantastic Four to be the source of all his troubles,
his fall from grace. He rescued the Trapster from the Negative Zone, boosted
the powers of Hydro-Man, and called upon his ex-wife, Salamandra, to round out
the Frightful Four. He also manipulated Cole, his and Salamandras daughter,
to develop a relationship with the Human Torch in order to teleport to her and
bypass the Fantastic Fours defenses. During the resulting battle, the
Wizard turned on the Trapster, revealing that he intended Cole to be the next
member of the Frightful Four. When the Frightful Four defeated the heroes, the
Wizard flaunted his success on television and left them humiliated. However,
when the Wizard admitted that he only wanted to include Cole once he saw her
exhibit superhuman powers, she turned on him. She sought out the Fantastic Four
to lead them back to her father and to try to find a cure for her powers. The
Wizard and Cole confronted each other, and Cole used one of the Trapsters
traps to ensnare her father, then used her powers over gravity to bring the
Wizards lair down around him.
Wittman is a scientific
genius, particularly in the fields of applied physics and sub-atomic particles.
His Anti-Gravity Discs can lift several hundred pounds each, and can be remotely
controlled via relays in his armor. His gauntlets (alternatively referred to
as Power Gloves or Wonder Gloves) can unleash potent electrical blasts or use
directed gravitational fields to increase his strength. His armor provides him
with protection from assault, and devices in his helmet allow him to control
the minds of others.
The strength he can gain
from his Wonder Gloves is unknown. Suffice to say, when he constructed one for
Imus Champion in an appropriate size, the villain was able to hurt both Thor
and Hyperion in battle.
of the Dicefreaks forums.
Vitality 104 VP (16d8+16)
fly 1000 ft (good)*
Dexterity) touch 12 flat footed 10
|Base Attack/Grapple|| +12/+14
(+19 with Wonder Gloves)
Blast +14 ranged touch (15d6/20) or unarmed +19 melee (1d8+7/20)
Blast +14/+9/+4 ranged touch (15d6/20) unarmed +19/+14/+9 melee (1d8+7/20)
Discs, Mind Control, Electric Blast
Ref +9, Will +14
(24 with Wonder Gloves, Dexterity 14, Constitution 13, Intelligence 22, Wisdom 15, Charisma 16
+16, Bluff +18, Climb
+11, Computer Use +21, Craft (electronic) +27, Craft (mechanical) +27, Craft
(structural) +21, Diplomacy +17, Gather
Informaton +13, Intimidate +15, Jump
+11, Knowledge (physical sciences) +27,
Knowledge (streetwise) +16, Knowledge
(technology) +23, Listen +12, Perform
(stage magician) +12, Search +21, Sense
Motive +17, Spot +7, Swim
+11, Treat Injury +11
Expertise, Educated, Improved
Unarmed Strike, Iron
Will, Point Blank Shot,
(unique) or Frightful Four (group)
Using his scientific genius
Wittman has created a wide variety of equipment for use in his life of crime.
Wizards helmet allows
him to control the minds of others as a dominate monster effect. He can do so
on up to five targets at a time. It can be resisted with a successful Will save
Wizard can generate a gravity
field around his armor to protect himself. The field is able to withstand up
to 80 points of damage before collapsing. If the field is burst he must wait
1d4 rounds to erect another.
The Wizards main
armament are his gravity discs. He normally carries close to two dozen stored
across his costume. Two are constantly kept upon his hips to allow him to fly
at speeds up to 120mph. The others he can control by remote control. Each disc
is considered to have a Strength score of 20. They can attach to objects to lift
and move them (Multiple discs can attach to a single target), or project concentrated
bursts of force inflicting 2d4+5 damage. He can target a single individual with
all of his drift discs at a single time if he so wishes.
Wittman incorporates many
of his gadgets into his armor. The basic armor itself is of a high density titanium
to provide him maximum protection at all times. It provides DR 8/- and resistance
to all energy 25.
The Wizards gloves
are actually separate from the main part of his armor and possess many of his
abilities. He is able to generate a massive electrical burst that requires a
ranged touch attack to strike up to 400ft. It inflicts 15d6 electrical damage.
The target may make a Ref save (DC 24) for half damage.
He can use directional
gravity fields to increase his effective Strength. While wearing the Wonder
Gloves he receives a +10 enhancement bonus to Strength and is considered two
size catagories larger for unarmed damage and lifting capacity.
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