D&D General Circle Magic Concerns In "Heroes Of Faerun"

Given the loosey-goosey, "you're the GM, you figure it out" design of 5e, I doubt this will be even remotely an issue.

5e is never going to be a game where the rules just inherently work out of the box. That was, quite literally, one of the design intents, leaving a portion of the design for the GM to figure out. They're just adding new elements that also expect such.
Wow, I don't think we play the same game. Or even read the same rulebooks.

5e chomped down so much on this. There's no Rule 0, and if you read the (2014) DMG where the DM is supposed to do what your claiming is extremely curtailed.

And frankly, it's run "out of the box" just fine for over a decade of multiple games, multiple DMs, as both a player and a DM.

As in, I have no reference for you to even make that statement.
 

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Wow, I don't think we play the same game. Or even read the same rulebooks.

5e chomped down so much on this. There's no Rule 0, and if you read the (2014) DMG where the DM is supposed to do what your claiming is extremely curtailed.

And frankly, it's run "out of the box" just fine for over a decade of multiple games, multiple DMs, as both a player and a DM.

As in, I have no reference for you to even make that statement.
Okay. I can only go by the rulebooks I read. The ones that repeatedly say things of the form "You can do X. Or you can not do X. You decide!"

Or the absolutely hilarious, legitimately "you can't make this stuff up" level of anti-advice, when the game literally tells you to figure out how much XP to give for noncombat encounter by...telling you to pretend that it is a combat encounter and thus use those rules. Without even spending a single sentence talking about, y'know, how you'd do that.
 

I am really excited about the new Forgotten Realms books that released, but I am a bit concerned about Circle Magic and how it's structured.

For example, someone pointed out to me how you could theoretically use Circle Magic to cast Fireball a mile away and not even need to see the area you are casting it in since the spell doesn't require you to have to see the point of origin (and you could have someone scout it out and report back using another way/feature).

I think the idea is really cool but I can see this causing some issues here. Has anyone heard the designers talk about this? What are everyone's thoughts about this?
The requirement of a clear path to the target is part of the base spellcasting rules. Technically you don’t need to be able to see the target if the spell doesn’t specify, but your target can’t be behind total cover. The 2014 PHB also clarified how this interacts with AoE spells, and though the 2024 PHB eliminated this language in its crusade against wordcount, I think it’s probably still in line with developer intent:

“If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.”

So, yeah, you can circle cast fireball up to a mile away, but if you’re not casting it across an open field, there’s a good chance it blows up on the near side of some obstruction between you and your target point.
 

I am really excited about the new Forgotten Realms books that released, but I am a bit concerned about Circle Magic and how it's structured.

For example, someone pointed out to me how you could theoretically use Circle Magic to cast Fireball a mile away and not even need to see the area you are casting it in since the spell doesn't require you to have to see the point of origin (and you could have someone scout it out and report back using another way/feature).

I think the idea is really cool but I can see this causing some issues here. Has anyone heard the designers talk about this? What are everyone's thoughts about this?
As per page 238 of the PHB, all spell targets must have a clear path from the caster and can't have Total Cover. Which would make the first problem go away, although a magical scout is still a possibility.
 

Having read the Circle Casting section in full, I definitely have concerns about out-of-combat applications the designers may not have considered.

Example:

Aura of Vitality. With one secondary caster it can last one hour - which gives 1200d6 of healing out over that 160 minutes, or even 200d6 over 10 minutes. Or 700 healing in 10 mins and 4200 healing for an hour...for the cost of 2 3rd level spell slots.
 


Yeah, I understand leaving some ambiguity to allow your table to decide. But I feel like as a ruleset, this opens up a whole can of worms to the point that it's probably easier to just not use it as an option at all given how much of a headache this could be and how this could potentially negate encounters, challenges, and plot hooks. But I could be wrong.
If you think you could be wrong... then why not just use Circle Magic if you like the idea and then make your judgement after you use it? The only way you'll find out is by trying.

Now if you don't actually care about circle magic, then you don't need to bother with it or concern yourself on how it plays. Every single DM has parts of the game they just aren't interested in, and they make the choice not to worry about it or put it into action. Like I don't care about Encumbrance... so I don't care what the rules are or worry about whether they work, or any of that stuff. I just ignore it. Circle Magic might very well be the same thing for you.
 

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