Mage Powers (4)

Explore a collection of Mage Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Protective Magic

Reactions

Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.

Used by Mage, Lich, Simulacrum


Apprentice Mage

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Burning Hands (3rd), Ice Knife (3rd), Thunderwave (3rd)

Used by Mage Apprentice (CR 2), Mage Neophyte (CR 1/4)


Adept Mage

Spellcasting

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

1/day each: Webc, Invisibility (3rd), Shatter (3rd)


Abjurer Mage

Summoned with Foe Foundry

Medium Humanoid (Wizard)

AC 16 (Arcane Armor) Initiative +2 (12)

HP 91 (14d8 + 28)

Speed 30 ft.

Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 14 +2 +2
Mod Save
Int 18 +4 +7
Wis 13 +1 +4
Cha 12 +1 +1

Skills Arcana +7, History +7, Perception +4

Senses Passive Perception 14

Languages Common

CR 6 (2,300 XP; PB +3)

Actions

Multiattack. The wizard makes three Runic Blast attacks. It may replace two attacks with a use of its Mana Surge or Spellcasting.

Runic Blast. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 15 (2d10 + 4) force damage. On a hit, the target's movement speed is reduced by a cumulative 10 feet until the end of its next turn.

Mana Surge. The wizard infuses the next spell it casts next turn with additional power, increasing the spell save DC by 2.

Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

2/day each: Dispel Magic, Flyc, Hold Personc (3rd)

1/day each: WebÈ», Lightning Bolt, Banishmentc, Wall of Forcec

Bonus Actions

Misty Step (2/day). The wizard teleports up to 30 feet to an unoccupied space it can see.

Reactions

Defensive Wards (2/day). When another creature the wizard can see within 60 feet takes damage, the wizard can use its reaction to reduce the damage taken by up to 20.

Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.