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.

Browse all powers by theme

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 Foundry

Medium 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.