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)


Enchanter 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 Mind-Shattering Gaze attacks. It may replace two attacks with a use of its Spellcasting.

Mind-Shattering Gaze. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 18 (4d6 + 4) psychic damage. On a hit, the target must make a DC 13 Wisdom save or be Charmed for 1 minute (save ends at end of turn or when it takes damage).

Mindshackle (Recharge 5-6). The wizard creates a Mindshackle Token (AC/DC 12, 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.

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

2/day each: Charm Person*, Command*, SuggestionȻ*

1/day each: Fearc, Hold Personc* (3rd), Hypnotic Patternc

Bonus Actions

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

Reactions

Protective Charm (1/day). Whenever a visible creature within 30 feet of the wizard targets it with an ability, spell, or attack roll, the wizard may use its reaction to cast an Enchantment spell (indicated with a *) from its Spellcasting trait targeting that creature.

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

This monster has 14 unique powers and 24 possible variations. Generate your own.