Metamagic Powers (13)¶
Explore a collection of Metamagic 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.
Arcane Mirror
Actions
Arcane Mirror (1/day). The wizard creates an Arcane Mirror Token (AC/DC 11, 1 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0 it casts a copy of the last spell that the wizard cast.
Arcane Resevoir
Actions
Arcane Resevoir (Recharge 5-6). The wizard creates an Arcane Resevoir Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the token is active, at initiative count 0, it makes a Runic Blast attack against any enemy within 30 feet, using the wizard's stats.
Arcane Mastery
Bonus Actions
Arcane Mastery (1/day). One creature of the wizard's choice must subtract a d4 from the next saving throw it makes before the end of the wizard's turn.
Blood Magic
Bonus Actions
Blood Magic. The wizard takes 5 necrotic damage and the next spell or spell attack it makes deals an additional 14 (4d6) necrotic damage.
Divine Intervention
Actions
Divine Intervention (1/day). the wizard casts any Divine spell of second level or lower. Common examples include: Heal, Greater Restoration, Mass Cure Wounds, Divine Word, Dispel Magic.
Innate Magic
Bonus Actions
Innate Magic (1/day). The wizard casts a spell as a bonus action.
Mana Surge
Actions
Mana Surge. The wizard infuses the next spell it casts next turn with additional power, increasing the spell save DC by 2.
Mindshackle
Actions
Mindshackle (Recharge 5-6). The wizard creates a Mindshackle Token (AC/DC 11, 3 Charges) in an unoccupied space within 30 feet. While the token is active, each creature within a 30 foot emanation of the token cannot cast a spell that requires a verbal or somatic component.
Pact Boon
Bonus Actions
Pact Boon (1/day). The wizard deals 3 (1d6) Psychic damage to itself and its next spell or spell attack deals an additional 7 (2d6) Psychic damage.
Primal Mastery
Bonus Actions
Primal Mastery (Recharge 5-6). The wizard's next spell or spell attack deals an additional 9 (2d8) Cold, Fire, Lightning, or Thunder damage.
Runeburst
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 Echo
Actions
Spell Echo (1/day). The wizard casts a copy of the same spell it cast the previous turn, without requiring a spell slot or concentration.
Subtle Mind
Traits
Subtle Mind. The wizard casts its spells without requiring verbal or somatic components.