D&D 5E (2024) Circle Casting is gonna break a lot of games


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Or the animal shapes spell I listed earlier. That army of 1000 goblins is now an army of 1000 elephants all because the high goblin shaman had a low level goblin mook caster help them.

Circle casting is more NPCs and worldbuilding imho.

PCs would need to build a party around it. If theyre doing that theres more synergies and combos they can abuse imho.
 

Rating

Augment 8/5 (broken)
In combat: o many spells that "in range you can see" (Sacred Flame), combined with scouting (familiar, Arcane Eye, gaze of 2 minds) and you can kill things way out of range for them to respond. Definitely needs nerfed.
Even without seeing "though" walls, this can auto-win a combat by simply flying really high (with Prolong flight).
Out of Combat: most of the time you can just walk closer. But it's free, so why not Dimension Door a bit further. It will have uses.
Pre-buff: allies can walk closer. And if you can hit an enemy 1000' away, no need to waste slots. Just use cantrips.

Distribute, 1/5:
In combat: Taking an action in combat to help an ally not loose concentration generally isn't worth it.
Out of combat: they probably don't need help maintaining concentration. That said, it's free.
Pre-buffing: most other casters are better off with a second concentration spell. But a few characters might be holding their low level slots for Smite or Shield, so might as well at that point.

Expand: 3/5
In combat: not worth an action to hit more targets compared to focus fire.
Out of combat: just move closer.
Pre-buffing: could be pretty useful for moveable area spells. Spirit guardians, Cloud of Daggers, Moonbeam. Worth the slot cost especially at higher levels.

Prolong: 4/5
In combat: 1 minute is enough for a combat.
Out of combat: could be very useful for saving higher level slots. 1 low level slot to increase fly is a good deal. Or longstrider.
Pre-buffing: any 1 minute spells will be enough for the next battle. You would need several in a row (dungeon crawl) to be worth while, but it's definitely worth it to keep Haste or whatever running.

Safeguard: 1/5
In combat: in very rare cases, I could see this being helpful. Like fireballing a room and not hitting a hostage. Just note it works for enemies as well as allies.
Out of combat: having a hard time imagining an out of combat spells you want to avoid hitting spots with.
Pre-buffing: maybe a path though spiked growth if your against large enemies? That's very niche though.

Supplant: 2/5
In combat: don't take spells you can't afford when your life is on the line.
Out of combat: there are some good spells that cost money. If you aren't expecting a fight, no reason not to save money.
Pre-buffing: i can't think 50gp is worth the spell slot when combat is near, unless you really aren't going to use it.
 

Let's look at the first official campaign, don't even need to look further. At the very start. A blue dragon attacks Greenrest. A dragon has a fly speed of 80 feet (dash 160). A 1st level party of only two caster (very common) can cast Tasha's Hideous Laughter at 1000 feet out. 6 turns before the dragon can even get there. There is still a very real chance the dragon fails it's save. And falls hundreds of feet to the ground. (admittedly this would be freaking hilarious).

That's just one example. Extending the range of a spell by 1000 feet is huge. I see a lot of "well, both casters have to maintain concentration until the spell goes off." in this thread. That's totally moot if the enemy is several rounds away before they can even do anything to you.
One would think that Dragons in such a world would know to fly nap of the earth.
 

I like the general idea, but it does seem the coast should be greater in time, slots, ability, or all of the above. I will talk to my DM about some nerfing house rules (if he hasn’t already looked at it).
 


Let's look at the first official campaign, don't even need to look further. At the very start. A blue dragon attacks Greenrest. A dragon has a fly speed of 80 feet (dash 160). A 1st level party of only two caster (very common) can cast Tasha's Hideous Laughter at 1000 feet out. 6 turns before the dragon can even get there. There is still a very real chance the dragon fails it's save. And falls hundreds of feet to the ground. (admittedly this would be freaking hilarious).
That won't work, IMO. The dragon has legendary resistance, won't die after such a fall, and the level one characters certainly will not want to attract its attention like that at this point.
Then again, I won't be bothered by a dm (or player) who ban this. It's not in any way crucial and maybe better left as a plot device most of the time.
 

Oh my lord....

Each secondary caster can increase the range by 1000 feet. Not a typo.

So imagine a leader of an army. Or a crowd. And this spell..."any number of willing creatures within range.."

"...any number of willing creatures THAT YOU CAN SEE within range...."

Human eyes usually lose the ability to see and differentiate people's facial features at 150 feet. At a thousand feet, you're going to be hard pressed to see the person is present at all, much less be able to pick individuals out to target them.
 

"...any number of willing creatures THAT YOU CAN SEE within range...."

Human eyes usually lose the ability to see and differentiate people's facial features at 150 feet. At a thousand feet, you're going to be hard pressed to see the person is present at all, much less be able to pick individuals out to target them.
I would rather split concentration at that point.

If you have enough willing creature within 30', I don't expect 150' or 1000' would make much difference. You have a big enough army. But losing concentration would be disastrous.
 


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