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 (1/day). The wizard casts Shield or Counterspell in response to being attacked or being targeted by a spell.
Apprentice Mage
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Burning Hands (2nd), Ice Knife (2nd), Thunderwave (2nd)
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Burning Hands (2nd), Ice Knife (2nd), Thunderwave (2nd)
Adept Mage
Actions
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Invisibility, Shatter, Webc
Spellcasting
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: Invisibility, Shatter, Webc
Mage Neophyte
Summoned with Foe FoundryMedium Humanoid (Wizard)
AC 14 (Arcane Armor) Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 8 | -1 | -1 |
Dex | 12 | +1 | +1 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 14 | +2 | +2 |
Wis | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
Skills Arcana +4, Perception +2
Senses Passive Perception 12
Languages Common
CR 1/4 (50 XP; PB +2)
Actions
Magic Missile. Ranged Spell Attack: +4 to hit, range 30ft., one target. Hit 7 (1d10 + 2) force damage.
Spellcasting. The wizard casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12):
1/day each: Burning Hands, Ice Knife, Thunderwave
Reactions
Quick Draw (1/day). On initiative count 20, the wizard may make one ranged attack.