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.
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)
Transmuter Mage
Summoned with Foe FoundryMedium 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)
Traits
Runeburst. When a creature fails a save against one of the wizard's spells, it magically engraves a rune overflowing with power onto that creature. The next time the wizard casts a spell, if the creature is within 30 feet of the wizard, then the rune explodes, dealing 11 (2d10) force damage to the creature and removing the rune.
Spell Transmutation. The wizard may change the damage of any spell or spell attack to acid, cold, fire, lightning, or thunder.
Actions
Multiattack. The wizard makes three Shred Matter attacks. It may replace two attacks with a use of its Spellcasting.
Shred Matter. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 15 (2d10 + 4) force damage. On a hit, the target is pushed up to 10 feet horizontally.
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
2/day each: Enlarge/ReduceȻ, Fireball, Slowc
1/day each: Arcane Handc, Disintegrate, Flesh to StoneȻ
Bonus Actions
Misty Step (2/day). The wizard teleports up to 30 feet to an unoccupied space it can see.
Reactions
Protective Magic (2/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.