For millennia, Faerûn's greatest mages sought ways to break past mortal limits. From the moonlit towers of Myth Drannor to the crimson halls of Thay, they found the answer in circle magic—a ritual art that lets spellcasters combine their strength and reshape the rules of magic.
In Forgotten Realms: Heroes of Faerûn, circle magic arrives as a mythical new mechanic. Through it, spellcasters can now merge their power, weaving magic of staggering potency that no single caster could control alone.
Let's take a look at the new circle magic mechanics and some accompanying new spells that you can empower with your caster companions!
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Take your party on a legendary Faerûnian campaign of faraway lands and devastating adversaries where they can harness the boundless potential of circle magic and unleash new spells that let your party shape the Weave itself!
What Is Circle Magic?

Circle magic is a method for amplifying a spell through coordinated teamwork. When a Circle spell is initiated, one caster leads while others—called secondary casters—lend their magic to expand, extend, or reshape the spell's effects beyond anything possible by a single caster.
Any spell that has a casting time of an action or 1 minute or longer and is cast using a spell slot can be cast as a Circle spell. The primary caster chooses the targets, maintains Concentration if needed, provides components, expends the spell slot, and makes any other choices the spell requires.
The secondary casters must take the Magic action and be near the caster to contribute to the spell. And if the spell's casting time is longer than 1 action, they must take the Magic action each turn and maintain Concentration on the spell—alongside the primary caster—for the entire casting time.
Depending on the option chosen, there may be other requirements for the secondary casters, like expending a spell slot.
Circle Magic Options
When a group of casters shapes a spell with circle magic, the primary caster can choose one of the following ways to enhance and redefine the casting through the combined will of the circle:
- Augment: Stretch your spell's range by thousands of feet.
- Distribute: Let your allies share the burden of Concentration, keeping the spell's effects steady.
- Expand: Widen the spell's influence, increasing its area of effect.
- Prolong: Sustain the spell's effect for hours beyond its typical duration.
- Safeguard: Shape the Weave to spare your allies from the storm you unleash.
- Supplant: Replace costly Material components with the collective strength of your circle.
- Other Effects: Some spells, like the ones included below, can produce additional effects when cast as a Circle spell.
New Spells to Supercharge with Circle Magic

With circle magic, simple spells can become forces of nature; infused with the ability to affect targets at great distances or expanded to cause a wider swath of destruction.
In Forgotten Realms: Heroes of Faerûn, you'll find new spells like Doomtide and Spellfire Storm that can be transformed with unique and potent effects when cast as Circle spells.
Doomtide
Unleash Dread Upon Your Enemies
When you cast this spell, you summon forth a roiling cloud of psychological torment that spreads from your position.
This spell creates a 20-foot-radius Sphere of inky, magical Darkness that can deal 5d6 Psychic damage to creatures caught within. But that's not all—those who fail their saving throw also subtract 1d6 from their saving throws until the end of their next turn.
If those within the Sphere can't escape its shadowy grasp, it can lead to a deadly series of failed saving throws as their mind is destroyed and their ability to resist the spell's effects is constantly diminished.
Casting as a Circle Spell. When cast as a Circle spell with at least five secondary casters, you can expend a string of three black pearls from Pandemonium to extend the spell's range to 1 mile and sustain its power until dispelled, freeing it from the limits of Concentration.
On top of the rare component and additional secondary caster requirements, each secondary caster must also expend a level 3+ spell slot; otherwise, the spell fails.
Spellfire Storm
Alight the Weave Upon Your Foes
This spell creates a crucible of the Weave, raining radiant fire that scorches flesh and hampers magic.
Not only does this spell conjure a 20-foot-radius, 20-foot-high Cylinder pillar of spellfire that can deal 4d10 Radiant damage to creatures within, but it also interferes with creatures who attempt to cast spells from inside the pillar's area of effect.
Casting as a Circle Spell. When cast as a Circle spell, you can expend a blue star sapphire worth 25,000+ GP to extend the spell's range to 1 mile and anchor its power within the circle so it no longer requires Concentration. On top of the costly component, each secondary caster must also expend a level 3+ spell slot.
Gather Your Circle
The circle magic mechanic and spells in Forgotten Realms: Heroes of Faerûn are an entirely new way to look at spellcasting. Not only does it add options for characters to bolster their spells in new and exciting ways, but it gives your villains ample opportunity to unleash world-shaking devastation.
What happens when a doomsday cult collects dozens of casters to send an expanded Meteor Swarm crashing down on Waterdeep? This sounds like a threat only legendary heroes can turn the tides against!

Mike Bernier is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.








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Posted Oct 19, 2025Ah, I see, thank you! I suppose not everyone is aware if the conversation factors of rounds into seconds or which unit may be greater than another.
Although maybe in the future that limitation could be expanded. The vision of a squad of combat mages with group collaboration drilled effectively enough that they can all simultaneously raise the same shield as a reaction is pretty exciting to consider
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Posted Oct 19, 2025I can see players using Circle Magic in their bastions to protect it and the people around it maybe creating mini Regional Effects.
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Posted Oct 19, 2025What would the main roles be (Druid, paladin, etc…)
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Posted Oct 19, 2025Watch me set this world on fireball
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Posted Oct 20, 2025Prolonged, extended delayed blast fireball deathcult anyone?
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Posted Oct 20, 2025Augmented Tenser's Transformation the tyrant king's army lets gooooo
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Posted Oct 20, 2025It'd be nice for martials, who arguably might need it more, to also get a teamwork mechanics such as formations or battle tactics that consume reactions/second wind/rage/etc. I'm thinking of things that were present for example in the 3.5 Warlord subclass, reworked as a group mechanic for martials perhaps.
In the same way that secondary spellcasters need to pump in a leveled spellslot, preventing multiclass dips to overpower, you could say a formation or battle tactic requires a minimum amount of levels in martial classes.
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Posted Oct 20, 2025I'm keen to read through the whole thing.
But worries first:
If they really just make it more costly and expand the radius and alleviate concentration using spells as circle spells, it carries the tendency of becoming repetitive rather quickly.
Now onto hopes:
Individual additional effects or changes in effect for a great list of spells would be amazing! Also adding a system to create additional circle spell effects is the way to go for a supplement like this. If they won't, it's probably homebrew time again. But having the option to turn every spell into a circle spell would be awesome.
Also a list of components suiting each spell nature or school is what I would expect from this.
@wizards hmu and I'll do it for you
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Posted Oct 21, 2025That's exactly what I suggested in my earlier post. And I don't think you need Wizards' permission to do that. Adapt or modify this however you want.
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Posted Oct 21, 2025this looks like it would be fun to mess with... you could mess up literally anything with this >;D
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Posted Oct 21, 2025nice
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Posted Oct 21, 2025Wonder what the interaction with enspelled items will be. Could that be how the martials get in on this and make ti practical for traditional parties?
Sounds to me that if you have to go through the initiative order and keep concentration this can be difficult to pull off without at least one in the circle getting their concentration broken. At the same time, this could be headache on the DM side to use for enemy combatants if I wanted to make it fair and then need mix up the enemy initiative with that of the players.
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Posted Oct 22, 2025I'm totally looking into this more.
#LevelingUpTheGame
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Posted Oct 22, 2025Oh Tiamat forbid that Martials get anything cool to work with.
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Posted Oct 22, 2025I think this is a really cool feature, love to see it!
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Posted Oct 22, 2025This is going to be extremely chaotic, hilarious and terrifying! I'm excited and can't wait!
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Posted Oct 22, 2025I'm so glad that this was made. I have proposed the idea before, but without a strict guideline it was hard to implement.
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Posted Oct 22, 2025I basically did this off the cuff in my last session, where the party wizard and a bunch of ally wizards had to close an abyssal portal while the party fought off demons trying to escape.
It's an interesting idea, but where is Permanency? Where is using this to craft stronger magic items? It's a chance to patch some holes in the D&D default metaphysic (which currently is 'whatever is convenient')
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Posted Oct 22, 2025I'm excited! Can't wait!!! ;p Huzzaaaaaaah!
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Posted Oct 22, 2025Or the other way around