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 22, 2025As a beginner DM, I'm not sure I'm gonna let my also new players get their hands on this. I have a campaign full of crazies and they'll use it to fireball people from miles away. seems great for a villain though
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Posted Oct 22, 2025With how the article is written, I don't think spells from magic items are eligible for Circle Casting, since it says that only a spell cast using a spell slot can be Circle cast, so spells that are cast without spell slots (such as ones granted by feats or magic items) cannot benefit from circle casting.
As for the initiative aspect of casting in combat, it's possible that the secondary casters will help through the use of a readied action. (Though we won't know until the full mechanics are released)
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Posted Oct 22, 2025ooooooohhh
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Posted Oct 22, 2025pretty good.
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Posted Oct 22, 2025Damn, that's a lot of meteors 0_o
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Posted Oct 22, 2025yea
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Posted Oct 23, 2025Yeah, it doesn't look like an enspelled item could be used for the primary, but it's currently less clear to me about the secondary caster. The words there seem leave open the possibility since it doesn't specify a spell slot.
The DMG says that magic items are usually activated by using the Magic action, but it actually doesn't specify for enspelled weapons. It does specify Magic action for others though and Utilize is mentioned for some as well. Neither Magic or Utilize actions are specifically mentioned for enspelled weapons, armor, or staffs. It does explain that a creature casting a concentration spell from a magic item must maintain concentration as if normally cast though. This makes sense though since the enspelled item is used to cast and the casting time remains the same (Action, Reaction, Bonus Action, etc.). Therefore, I'd think it would make sense to say an enspelled item that casts a spell requiring an Action to cast would be using a Magic action (which also aligns with the Thief's ability).
Readied action might not help unless it operates differently for circle casting. If it acts as normal it wouldn't appear to really help unless those casters come before the primary and there are no enemies in initiative order between them and the primary since the Ready action rule specifies that the spell is cast as normal but the energy held and only released as a reaction and that concentration must be kept until the trigger occurs.
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Posted Oct 23, 2025Cool rules! at least for DMs, because of course pc casters need another special rule to make them better than the guy with a sword. PLEASE make a teamwork martial rule for PCs, martials need it. (or just look at yt's Bone Wizard)
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Posted Oct 23, 2025oh, buddy... there are many, many DMs that would use this against their players... myself included.
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Posted Oct 23, 2025Spells for us chaotic neutral gals as well!
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Posted Oct 23, 2025I love that idea!
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Posted Oct 23, 2025It would be so fun if you could choose two buffs from the list.
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Posted Oct 23, 2025What would you do to fix it?
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Posted Oct 23, 2025I would put way more roleplay, and I would make the monsters harder and more intresting. and I would make combat way more complicated.
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Posted Oct 23, 2025cool
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Posted Oct 23, 2025guy what is this thing i randomly got an email about it
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Posted Oct 25, 2025That is how you defy Goddess of Magic and re-create Netheril magic.
This knowledge should never be published, Mystra would never allow this.
And to use it for such a low level magic, when it could move continents?
Shame on you writers for writing this in such a disrespectful way to Mystra's weave and intent.
Unhappy DM.