I'm currently working on a project for an upcoming convention. It's going to be a large (~30 players) series of GM-less games, divided into IAWA-like chapters. The setting is a generic fantasy setting, full of commonly-shared stereotypes
PC creation was blatantly stolen from AW: players tick different option from a template, based on the culture that PC hails from. One of these choices is a single sentence describing that PC's special power - something that carries no mechanical weight, but should help the player narrate how his character goes about dealing with obstacles. Ideally, powers should sound exciting, broad in application and easy to visualize.
I've stumbled upon a block while trying to write the character template for the Wizard Culture. PCs from other cultures can choose all sorts of magic, from flame breath to healing and alchemy, but I want the Wizard powers to be different. The wizard culture is made of amoral scholars, dedicated to the pursuit of power and knowledge at all costs. I want them to have immense and downright freaky powers that define who they are; I don't want them to toss fireballs around.
The three powers I could think of so far were "I control the flow of time, speeding and slowing it as I see fit", "my illusions are so elaborate, that reality itself cannot tell the difference", and "I have an eye in every nook, a mouth in every cranny". I'm only proud of the first one, and I still need 2-3 more.
So I ask you, kind SGers, to please help me come up with a few more memorable wizard powers. Game balance is not an issue.