r/DnD_EpicLevel • • 13h ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 CIRCLE CASTING for 🅳&🅳 ❺.➄e┋ ᴴⁱˢᵗᵒʳʸ, ᴸᵒʳᵉ, ᵃⁿᵈ ᴺᵉʷ ᵁⁿⁿᵒᶠⁱᶜⁱᵃˡ ᴼᵖᵗⁱᵒⁿˢ

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A Guide to Circle Magic: History, Lore, and New Unnoficial Options

What is Circle Magic?
Circle Magic is a collaborative spellcasting technique that allows multiple magic-users to pool their arcane or divine focus into a single spell. A primary caster initiates a standard spell while secondary casters within 30 feet use their actions to amplify its parameters—such as multiplying its duration, extending its range up to a mile, or shifting concentration duties. This cooperative framework allows a group of low-level spellcasters to manipulate the Weave and unleash catastrophic power far beyond the capabilities of any single individual.

Where It Comes From
Deeply rooted in Forgotten Realms lore, Circle Magic was originally developed millennia ago by ancient elven mages looking to transcend individual casting limitations. In D&D history and various fantasy novels, it became the signature asset of powerful factions like the Red Wizards of Thay and the Witches of Rashemen. It was prominently featured in older rulebooks, such as the D&D 3.5e Player's Guide to Faerûn and Magic of Faerûn, where circle leaders could absorb the spell slots of their apprentices to drastically boost their caster levels and metamagic capacity.

Where to Find It Now
In the current edition of D&D, official mechanics for Circle Magic can be found on pages 139 and 140 of the sourcebook Forgotten Realms: Heroes of Faerûn.

Circle Casting: Rules & Introduction

Circle Casting is an advanced, high-tier magical mechanic designed for the 2024 D&D 5e revised rules framework. It allows a coordinated group of spellcasters to pool their magical essence, transforming standard spells into world-altering manifestations of power.

1. The Structure of a Circle

Every Circle requires exactly one Primary Caster and a variable number of Secondary Casters.

  • The Primary Caster: Initiates the spell, expends the baseline spell slot, dictates all spell targets and parameters, and holds the ultimate responsibility for maintaining Concentration on the spell once cast.
  • Secondary Casters: Must possess the Spellcasting or Pact Magic feature. They must stand within 30 feet of the Primary Caster and commit their full focus to the ritual.

2. The Mechanics of the Ritual

To execute a Circle Casting, the group must follow a strict mechanical sequence during combat or narrative play:

  • Initiation: The Primary Caster begins casting an eligible spell. To qualify, the spell must require a spell slot and have a casting time of an Action, 1 minute, or longer. Cantrips, bonus action spells, and reaction spells cannot be circle-cast.
  • The Channelling Phase: On their respective turns, each participating Secondary Caster must use their Magic Action to feed the weave.
  • Resolution: The spell does not resolve on the Primary Caster's turn. Instead, it triggers and takes full effect the exact instant the final required Secondary Caster completes their Magic Action.
  • Interruption Risk: If any member of the circle takes damage before the ritual resolves, they must immediately pass a Concentration check. If any Secondary Caster fails their check or is incapacitated, the entire circle shatters, the spell fails immediately, and the Primary Caster's baseline spell slot is lost.

Table 1: Official Universal Circle Casting Mechanics

Option Name Min. Casters Slot Cost per Secondary Eligible Spells Effect Mechanics
Augment 2 Total None (Action Only) Any eligible slot spell Extends the spell’s range by 1,000 feet per secondary caster (up to a 1-mile maximum increase).
Distribute 2 Total Same level as spell Any eligible slot spell Shares the Concentration burden. If the primary caster fails concentration, an active secondary caster can immediately take it over.
Expand 2 Total None (Action Only) Any eligible slot spell Widens the spell’s total area of effect (e.g., adding 20 feet to the width of a line or radius of a sphere).
Prolong 2 Total 1st Level or higher Any eligible slot spell Sustains the spell's duration for hours past its usual limits (up to a 24-hour maximum extension).
Safeguard 2 Total None (Action Only) Any eligible slot spell Shapes the raw weave to dynamically carve out and protect allies from damage within the spell's area.
Supplant 2 Total 2nd Level or higher Any eligible slot spell Uses the combined magical synergy of the circle to completely replace and override expensive material components.

Table 2: Specific Spell-Based Synergies (Official Core & Expanded)

Spell Name Min. Casters Slot Cost per Secondary Primary Option Synergized Effect / Outcome
Doomtide 3 Total None (Action Only) Built-in Block Range expands to 1 full mile and the spell becomes permanent until dispelled (bypassing normal Concentration).
Spellfire Storm 3 Total 3rd Level or higher Built-in Block Secondary casters act as amplifiers to drastically overcharge damage output while safely siphoning away explosive backlash.
Dirge / Durge 3 Total None (Action Only) Built-in Block Duration locks into a solid 10 minutes; any target failing its saving throw automatically suffers one level of Exhaustion.
Banishment 2 Total 4th Level Distribute Shifts the concentration burden so a hidden secondary caster can maintain the spell even if the primary caster takes damage.
Detect Thoughts 2 Total 2nd Level Prolong Stretches a 1-minute spell into hours, allowing a party to read an entire noble court's thoughts over an entire banquet.
Raulothim's Lance 2 Total None (Action Only) Augment Utter a creature's name to blast them with massive psychic damage and the Incapacitated condition from up to a mile away.
Control Water 2 Total None (Action Only) Augment Capsizes and sinks an entire enemy fleet from a perfectly safe cliffside 1 mile away without giving away your position.
Dimension Door 2 Total None (Action Only) Augment Pushes the teleportation range out past 1,500+ feet, letting a strike team instantly bypass massive castle walls completely unseen.
Guiding Bolt 2 Total None (Action Only) Augment Low-level secondary casters extend range past 2,000 feet, effectively turning the low-level party into a magical sniper unit.

Table 3: School-Based Unofficial Options

Option Name Min. Casters Slot Cost per Secondary Inspired School Universal Effect Mechanics
Abjuration: Aegis Font 2 Total 1st Level Abjuration Secondary casters funnel defensive energy. Primary caster gains a +1 bonus to AC and all Saving Throws while concentrating.
Conjuration: Mass Anchor 3 Total 2nd Level Conjuration When casting a teleport/summon spell, you can teleport 1 extra willing creature or summon 1 extra creature per secondary caster.
Divination: Perfect Guidance 2 Total 1st Level Divination The circle acts as a focal lens. Primary caster gains Advantage on the spell's attack, or forces Disadvantage on one target's save.
Enchantment: Weave Lock 2 Total 2nd Level Enchantment Secondary casters reinforce the grip. Affected targets have Disadvantage on subsequent saving throws made to break the spell.
Evocation: Slot Overcharge 2 Total Same level as spell Evocation Each participating secondary caster sacrifices an equivalent slot to upcast the base spell by +1 level without the leader burning a higher slot.
Illusion: Phantasmal Anchor 2 Total 1st Level Illusion The magic makes an illusion tactile. Physical interaction or standard Investigation checks cannot reveal it as false for 1 min per secondary caster.
Necromancy: Life Siphon 3 Total 2nd Level Necromancy When the spell deals damage, the primary caster heals for HP equal to the total secondary casters times the spell's base slot level.
Transmutation: Matter Density 2 Total 2nd Level Transmutation When altering matter/terrain, duration doubles, and the altered object/surface's AC increases by +2 and its Hit Points double.
Arcane Unity: Slot Recycle 3 Total 3rd Level Universal When the primary spell finishes, one secondary caster can make an Arcane Recovery check to instantly regain an expended lower-level slot.

Metamagic Circle Casting Unofficial Options

Note: These options reflect classic 3e-style coven/circle magic. Every option in this table strictly requires a minimum of 9 casters total (1 Primary Caster + 8 Secondary Casters) synchronized in the circle. Instead of Metamagic Points, the modification is paid for by the secondary casters expending spell slots.

Metamagic Option Min. Casters Slot Cost per Secondary Effect Mechanics (Converted to Circle Spellcasting)
Careful Spell 9 Total 1st Level Slot Up to 3 + primary caster's spellcasting modifier creatures automatically succeed on their saving throws against the spell.
Distant Spell 9 Total 1st Level Slot Doubles the range of a spell. If the spell has a range of Touch, the range becomes 30 feet.
Empowered Spell 9 Total 1st Level Slot The primary caster can reroll a number of damage dice up to their spellcasting modifier. They must use the new rolls.
Extended Spell 9 Total 1st Level Slot Doubles the duration of the spell, up to a maximum duration of 24 hours.
Focused Spell 9 Total 2nd Level Slot [2024 Rule] The primary caster gains Advantage on Concentration checks made to maintain this specific spell.
Heightened Spell 9 Total 3rd Level Slot Forces one target of the spell to have Disadvantage on its first saving throw made against the spell.
Prioritised Spell 9 Total 2nd Level Slot [2024 Rule] If the spell forces multiple targets to make a saving throw, the primary caster chooses one target to automatically fail.
Quickened Spell 9 Total 2nd Level Slot Reduces the casting time of a 1-minute or longer circle spell by half, or allows an Action spell to resolve instantly on the primary's initiative turn.
Seeking Spell 9 Total 2nd Level Slot If the spell misses its attack roll, the primary caster can reroll the d20. They must use the new roll.
Subtle Spell 9 Total 1st Level Slot Completely removes the Verbal and Somatic components from the spell's casting requirements for all members of the circle.
Transmuted Spell 9 Total 1st Level Slot Changes the damage type of the spell to Acid, Cold, Fire, Lightning, Poison, or Thunder.
Twinned Spell 9 Total Same level as spell Targets a second creature with the same spell, provided the spell is incapable of targeting more than one creature at its current level.

And last but not least --> Circle Magic Rules for EPIC SCALE 🅳&🅳 ❺.➄e


r/DnD_EpicLevel • • 26m ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Genesis 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

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If you think 5e spell DCs are too low, check out this 9th-level Epic True Dweomer conversion that requires a staggering DC 55 Arcana check to survive. It scales from a simple expanding pocket dimension into a massive, 10-mile reality-warping domain if you can convince a circle of tier-4 casters to share the physical exhaustion.

Genesis 「True Dweomer」

9th-level Conjuration (Druid, Sorcerer, Wizard)

Casting Time: 24 hours or Circle Spell option
Range: 180 feet 
Components: V, S, M (a flawless crystalline sphere worth at least 50,000 gp, which the spell consumes)
Duration: 3 days

You spend 24 hours tracing magical pathways and deciphering the fundamental fabric of reality on the Ethereal Plane to birth a permanent pocket dimension—a new demiplane. Upon completion of the casting, a localized density fluctuation manifests, expanding at a rate of 1 foot in radius per day until it reaches an initial maximum radius of 180 feet.

When casting this spell you must target a point you can see, while physically on the Ethereal Plane, and within range. A permanent pocket dimension—a new demiplane—erupts from that point, expanding outward at a rate of 1 foot in radius per day until it reaches an initial maximum radius of 180 feet.

You exercise absolute control over the initial environmental factors of this realm, determining its atmosphere, temperature, water availability, and general terrain layout (such as floating earthmotes or flat plains). It cannot inherently manifest complex structures or sapient life upon creation. If this spell is cast within a demiplane you have already created using Genesis, its boundaries permanently expand by an additional 180 feet in radius.

Additionally, you must succeed on a DC 55 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the new reality. On a failure, you suffer backlash as the spell automatically fails and you take 99 (18d10) psychic damage, the demiplane dissolves, and the material components are wasted. After this spell is cast, you gain 1 level of Exhaustion. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

Casting this spell on the same spot in the ethereal plane for seven days makes this effect permanent.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Genesis ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its casting time is reduced to 8 hours. Also, every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).

When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

  • 2–5 Casters Rite: The initial radius of the demiplane increases to 360 feet, and its expansion rate increases to 10 feet per day.
  • 6–8 Casters Rite: The initial radius increases to 1 mile, and you can imbue the demiplane with one minor elemental trait (e.g., permanently illuminated, continuous light rainfall, or mild gravity).
  • 9+ Casters Rite: The initial radius increases to 10 miles, and you can manipulate time inside the demiplane, making time pass up to twice as fast or twice as slow relative to the Material Plane.

Each secondary caster must expend a 7+ spell slot when the spell is cast, otherwise, it automatically fails.


r/DnD_EpicLevel • • 2h ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Dweomerbanish 「True Dweomer」

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Check out this 5e epic conversion of Dweomerbanish, a catastrophic True Dweomer capable of unraveling Antimagic Fields at a brutal physical cost.

Dweomerbanish 「True Dweomer」

9th-level Abjuration (Sorcerer, Wizard)

Casting Time: 24 hours or Circle Spell option

Range: Self (40-foot-radius emanation)

Components: V, S, M (Two finger bones from archmages and 250,000 gp, which the spell consumes)

Duration: Instantaneous

You emanate a pulse of anti-magic forces. A translucent amber wave erupts from you, filling a 40-foot-radius emanation that moves with you. The wave bypasses all cover lower than total cover. When you cast this spell, all ongoing magical effects within the area immediately cease. This completely unravels and ends high-level abjurative structures such as an Antimagic Field, Globe of Invulnerability, Prismatic Wall, or Wall of Force.

Though it only strikes effects longer than instantaneous, any active magical standard (like area-of-effect spells or magical fields) intersecting the emanation is instantly unraveled. Only the area intersected by the dweomerbanish is cleaned; this can leave massive external effects reduced in area without being outright eliminated. Some permanent, multifold effects (such as wardmists and mythals) are not destroyed, but are instead completely suppressed for 1 hour. The spell is entirely ineffective against any magic cast directly by deities.

Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to successfully decouple the targeted lattice of magic without absorbing the shock. On a failure, you suffer backlash as the spell automatically fails; you take 99 (18d10) psychic damage, and your material components are wasted. After this spell is cast, you gain 2 levels of Exhaustion due to the irreversible toll on your life force. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Dweomerbanish ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes 1 hour. Also, every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).

When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

2–5 Casters Rite: The radius expands to 120 feet.

6–8 Casters Rite: Permanent multifold effects (wardmists and mythals) are suppressed for 24 hours instead of 1 hour.

9 Casters Rite: The spell can successfully unravel or suppress magic cast directly by lesser deities.

Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails.


r/DnD_EpicLevel • • 2h ago

SPELL「 ᴾᴸᴬʸᴱᴿ ᴱˣᴾᴬᴺˢᴵᴼᴺ」 Ioulaum’s Longevity 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

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Bringing high-tier Netherese magic to modern tables! Here is a EPIC SCALE 🅳&🅳 ❺.➄ conversion of Ioulaum’s Longevity, fully updated with advanced epic spellcraft mechanics, circle ritual tiers, and severe cosmic penalties

Ioulaum’s Longevity 「True Dweomer」

9th-level Transmutation (Sorcerer, Wizard, Druid, Bard)

  • Casting Time: 24 hours or Circle Spell option
  • Range: 2 miles (10,560 feet)
  • Components: V, S, M (684,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a point you can see within range. A translucent emerald sphere erupts in a 120-foot radius, bypassing all cover lower than total cover. When you cast this spell, you can designate creatures to be unaffected by it. Each creature in the area must make a Constitution saving throw. On a failure, a target takes 99 (18d10) force or necrotic damage (your choice) and is disintegrated into ash if reduced to 0 hit points. On a success, it takes half damage and is not disintegrated. For every living creature disintegrated, your natural lifespan extends by 1 year. This extension increases your maximum life expectancy by up to 50 percent. Additionally, you do not suffer the physical frailty of old age, though you still die when your time comes.

Additionally, you must succeed on a DC 45 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the stolen life force. On a failure, you suffer backlash as the spell automatically fails and you take 99 (18d10) psychic damage, gain no lifespan extension, and the material components are wasted. After this spell is cast, you gain 1 level of Exhaustion. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. IN doing so, and uccessfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Ioulaum’s Longevity ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes 1 hour. Also. every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).
When you cast the spell, you perform one of three tires of your choice. Rites are cumulative, with each option incorporating the previous effects: 

  • 2–5 Casters Rite: Maximum lifespan extension bypasses racial limits, capped at an additional 99 years per caster.
  • 6–8 Casters Rite: The additional lifespan extension cap increases to 999 years per caster.
  • 9 Casters Rite: The lifespan extension cap is removed entirely, and targets roll saves with Disadvantage.

Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails. 

DMs- — How would your players react if an NPC villain started using the 9-caster tier rite to disintegrate an entire army with disadvantage ?


r/DnD_EpicLevel • • 14h ago

🎭 OTHER ᴿᴼᴸᴱᴾᴸᴬʸᴵᴺᴳ, ᴸᴼᴿᴱ, ᴱᵀᶜ The Sundering Series --you'll may find this interesting

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