D&D General Circle Magic and New Spells: Gain Mastery Over the Weave


It gives us a basic idea of how the circle magic mechanic works and gives us two spells with special options when you cast them with circle magic. Not sure if you get the special effect and a regular circle magic effect when casting those two spells.
 

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Looks like those spells and the idea of circle magic is more for the DM and plot reasons. There might be some high level PCs that can drop a 25,000gp gem and have a circle of casters that can spend 3rd level spells to power the circle, but I'm thinking the PCs need to stop the bad guys creating one of these things.
This is not a bad thing, though I wish that it has some guidance for general use, rather than a list of specific effects. There are quite aq few utility and protection spells in D&D that are a bit too narrow and niche in their effect for general use that could be modified to become more generally useful and support some styles that are not currently supported.
Off the top of my head, something like modifying Magic Circle to protect a camp for a night to prevent the undead in the haunted forest/tomb from possessing the party in their sleep, or stuff like that.
 

I'm having a hard time figuring out why my party wouldn't use circle spells if the opportunity is available; if all the secondary casters lose is time and concentration. The only reason I can think of is if the player doesn't have spell slots.
 

It looks like additional casters doesn't boost the spells slot level, which I guess is good for preventing things like a Fireball inflicting 30d6 damage. Instead it seems it might have an effect like a Fireball that has a radius of 300 feet.

Though it's definitely other spells that aren't damage spells when you use circle casting that would seem more impressive. Like if you cast Seeming as a circle spell with enough casters, you could disguise an entire town.
 

So I guess you can cast (True) Resurrection spells with as a circle spell without the need for diamonds.

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Looks like those spells and the idea of circle magic is more for the DM and plot reasons. There might be some high level PCs that can drop a 25,000gp gem and have a circle of casters that can spend 3rd level spells to power the circle, but I'm thinking the PCs need to stop the bad guys creating one of these things.

Even unmodified Doomtide is an amazing cleric spells (it was created original as a cleric spell), it deals a damage type that Cleric very rarely get to deal, its creates darkness which can be exploited and its a very powerful debuff. So there is no reason for a cleric not to use this, except concentration. Also you can still use the regular circle magic on it, say to deal with concentration or to increase its area or send it thousands of feet. The special CM effect is really just if you want want to commit an outright war crime. Most players won't, but there are some adventures where this will absolutely wreck folks.

And Spellfire Storm is great to cast on spellcasting liches or vampires.
 

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