AC
15
Initiative
+2 (12)
HP
81
(18d8)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 9 | -1 | -1 |
DEX | 14 | +2 | +2 |
CON | 11 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 17 | +3 | +6 |
WIS | 12 | +1 | +4 |
CHA | 11 | +0 | +0 |
Skills
Arcana +6, History +6, Perception +4
Gear
Wand
Senses
Passive Perception 14
Languages
Common and any three languages
CR
6 (XP 2,300; PB +3)
Actions
Multiattack. The mage makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 16 (3d8 + 3) Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Detect Magic, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Bonus Actions
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Reactions
Protective Magic (3/Day). The mage casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.
"Should it be common knowledge that everyone that isn't a PC just functions differently when it comes to magic?" — I think so. I believe that is the official stance for this edition (and for more than just magic). I also think you came to the right decision ultimately. It's more important that players enjoy their time and don't waste time trying to figure out NPC-specific mechanics that they have no means of deducing. I think the only way that players could be cued into this facet of Spell Attacks is if the NPC's actions are narrated in a way that leads to that conclusion. For example, if the DM says, "Without a word or gesture, the mage twitches its finger sending a pulse of force in your direction," the players might conclude that the mage uses no components for its attacks.
In the Wheel of Time, the author encountered a similar quandary: channelers can use their magic even if their hands are tied, they're blindfolded, etc. Essentially, the only real way to prevent them from channeling was (1) unconsciousness, (2) active "shielding" where one mage prevented another from using their magic, (3) special areas where magic doesn't work, (4) a magical collar that enslaved mages to other mages, and (5) a tea (a poison) that prevented the mages from using magic. I think a similar poison could serve you well. It also gives the mage a realistic means of escape down the line if their imprisonment is neglected—they could surreptitiously avoid taking the poison or build up an immunity. I'm just spitballing here. In sum, you're correct (in my opinion) in that this is a strange byproduct of the rules as written.
Edit: grammar