The wizard tower map generator draws four floors of a round stone tower on one sheet, side by side, the way an adventure module prints a tower's levels. Every floor is fifty feet across on five-foot squares, and one spiral stair runs through all of them, drawn in the same place on each level so the floors line up when you stack them. The ground floor is the entrance hall, the top is an observatory or an open roof behind battlements, and the two floors between are the wizard's: a library, a laboratory, a summoning chamber or a bedchamber. Every floor is numbered, named and keyed.
How the tower is built
All four floors share one footprint, one set of windows and one stair. That's how a real tower works, and it's what makes the sheet usable at the table: when the party climbs from floor two to floor three, they come out of the stair at the same spot on the next plan. The stair is marked up, down or both on each level, and the windows sit at the same angles on every floor because stone towers stack their windows.
The ground floor has the only door, at the foot of the sheet, with two guardian statues just inside it and a long table in the hall. The top floor is either an observatory, with a telescope on a turntable over a star chart inlaid in the floor, or an open roof behind battlements with a lightning rod and a few weathered crates.
The wizard's floors
The middle floors are drawn from four rooms, never the same one twice. The library has shelves following the curve of the wall, packed with books, a reading table and a globe. The laboratory has a cauldron bubbling over a fire in the middle, with benches of coloured jars round it. The summoning chamber has a warded circle drawn on the stone, a candle at every point, and a small altar at the edge. The bedchamber has the wizard's bed, a writing desk with a candle and a stack of letters, and a locked chest.
Using it at the table
A wizard's tower is a dungeon you can see from a mile away, and it plays differently from a sprawling level. There's only one way up, so every floor is a choke point, and the party has to deal with whatever is on each level before they reach the next. Decide what the guardian statues do when the door opens, what's bound in the summoning circle and what the wizard keeps in the chest, and you have four rooms of adventure.
The squares are five feet, which suits D&D 5e, Pathfinder and most d20 games. Download the PNG and crop each floor onto its own virtual tabletop scene, or keep them together as a handout once the party has mapped the place.
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render, and the Print button saves a black-and-white version for a home printer. The SVG is the original vector file: open it in Inkscape, Affinity or Figma to split the floors, rename rooms or add a fifth level. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws four floors of one round tower. It doesn't draw square towers, basements, or the grounds around the tower, and it doesn't stock the place with the wizard's apprentices. For a whole castle, roll a castle map; for the cellars, a battle map.
Name the wizard, then raid the tower
The wizard name generator gives you the tower's owner with a backstory and a reason to be home, the magic item generator fills the locked chest, and the demon name generator names whatever is bound in the summoning circle.