# Overview A group of spellcasters can collectively channel their magic into a single spell, they can enhance and augment the spell's magic in powerful ways. A spell cast in this way is known as a Circle spell. ## Eligible Spells 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. # Casting a Circle Spell ## Primary Caster A Circle spell has one primary caster, who is the one who initiates the casting of the spell. Unless otherwise specified, the Primary Caster decides the spell's targets, maintains [[Concentration]] if required by the spell's Duration entry, provide the spell's components, and expends the slot for casting the spell if needed, and decides any other options noted in the spell's description. The spell's effects originate from the primary caster. ## Initiating A Circle Spell **Magic Action.** You take a [[Magic]] action to initiate casting a Circle spell. When you do so, choose which [[#Circle Casting Options]] you're using for the casting; you must also meet any of the other requirements described in that option's text. **Maintain Concentration.** Until the Circle spell's casting is complete, you must maintain [[Concentration]] on the spell. **Reactions Like Counterspell.** If a Reaction would trigger when a creature casts a spell—such as the Reaction taken to cast [[Counterspell]]—it triggers when you take the [[Magic]] Action to initiate a Circle spell and when the spell's casting is completed. ## Secondary Casters **More Than One.** Casting a Circle spell requires that one or more other spellcasters, called Secondary Casters, lend their magic to the spell. **Required Feature.** A Secondary Caster must have either the Spellcasting or Pact Magic feature to participate in a Circle spell. **Magic Action.** After you initiate the spell, each secondary caster takes the [[Magic]] Action to contribute to the spell. **Range.** A Secondary Caster can take this action only while within 30 feet of you and before the start of your next turn. **Spell Slot Needed.** Some Circle spells require Secondary Casters to expend one or more spell slots. At the DM's Discretion, a character may expend one or more of the Limited Uses of any spells they can cast, such as spells they can cast once per Long Rest as with the [[Fey-Touched]] feat of the same level or higher in place of a spell slot. ## Completing the Casting **Casting Time: Action.** If the spell has a casting time of an Action, the Circle spell's effects occur immediately after the final secondary caster takes the required action to contribute to the spell. The Primary Caster decides which secondary caster is the final one. **Casting Time: 1 Minute or More.** If the spell has a casting time of 1 minute or more, you and each secondary caster must take the [[Magic]] Action on each of your turns for the entire casting time, and you must each maintain Concentration while you do so. In this case, if any caster's Concentration is broken, the spell fails. ## Spell Failure **No Cost.** If a Circle spell fails, nothing happens. You don't expend a spell slot, and any Material components aren't consumed unless otherwise stated. To cast the spell again, you must start over. # Circle Casting Options ## Amplify **Increase Spell Slot Level.** When you cast a spell that has enhanced effects when cast using a higher level spell slot, you can increase the spell's effective spell slot level by 1 for every 2 Secondary Casters contributing to the spell. **Cantrip Upgrade.** When you cast a Cantrip that has enhanced effects when casted by a higher level caster, the Cantrip is considered to be casted at 1 upgrade tier higher for every 2 Secondary Casters contributing to the spell. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot of a level greater than or equal to the spell's level (no action required). If the spell fails, these spell slots are expended. ## Augment **Increase Range.** When you cast a spell with a range of at least 5 feet, you can increase the range of the spell by 1,000 feet per Secondary Caster contributing to the spell, up to a maximum of a 1-mile increase. ## Distribute **Split Concentration.** When you cast a spell that requires [[Concentration]], you can distribute the mental load of the spell among you and the Secondary Casters. Once the casting is complete, you and all Secondary Casters can maintain [[Concentration]] on this spell. As long as at least one caster who contributed to the spell maintains this Concentration, the spell's effects remain active. ## Empower **Increase DC.** When you cast a spell that requires the target to make a Saving Throw, you can increase the DC by 1 for each Secondary Caster contributing to the spell. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot of a level greater than or equal to the spell's level (no action required). If the spell fails, these spell slots are expended. ## Expand **Increase AOE.** When you cast a spell that creates an area of effect, you can increase one dimension of the spell's area of effect for this casting by 10 feet per Secondary Caster contributing to the spell. > For example, if a spell creates a 20-foot-radius Sphere, casting it as a Circle spell with two secondary casters would increase the radius to 40 feet. A spell that creates a Line that is 5 feet wide and 300 feet long, cast as a Circle spell with two Secondary Casters, could make a Line that is either 25 feet wide or 320 feet long. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots aren't expended. ## Hasten **Decrease Time.** When you cast a spell that has a casting time of 1 minute, you can reduce the casting time by 2 Rounds for this casting per Secondary Caster contributing to the spell. If the number of Rounds is reduced to 0, the spell can be cast immediately. > For example, casting [[Magic Circle]] with three Secondary Casters would decrease the casting time to 4 Rounds, being casted at the start of the Main Caster's turn on the 4th Round. With six Secondary Casters, the casting time would be reduced to 0 Rounds, which will enable the Main Caster to cast immediately after the last Secondary Caster's contribution. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots aren't expended. ## Pool **Cast Without a Slot.** If you lack the required spell slot to cast a spell, you don't need to expend a spell slot of the spell's level. Instead, you and each Secondary Caster can contribute spell slots whose total combined level equals or exceeds the spell's level. The Primary Caster need not expend spell slots. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots and any of the Primary Caster's spell slots are expended. ## Prolong **Increase Duration.** When you cast a spell that has a duration of 1 minute or longer, you can increase the duration of the spell depending on the number of Secondary Casters contributing to the spell, as detailed in the table below. |Secondary Casters|Duration Increase| |---|---| |1–3|1 hour| |4–6|8 hours| |7+|24 hours| **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot (no action required). If the spell fails, these spell slots aren't expended. ## Safeguard **5-Foot-Cubes.** When you cast a spell that creates an area of effect, you can carve out a safe zone within that area of effect that is unaffected by the spell for its duration. This safe zone consists of a number of 5-foot [[Cube|Cubes]] equal to your Spellcasting Ability Modifier plus the number of Secondary Casters contributing to the spell (minimum of one Cube). You can arrange the Cubes as you like, but each Cube must be contiguous with at least one other Cube. **Spell Moves.** If the spell's area of effect can be moved, the safe zone moves with it. ## Supplant **Reduce Material Cost.** When you cast a spell that requires at least one Material component with a specified cost that is consumed by the spell, you can reduce the minimum cost of one such Material component by 50 GP per each secondary caster contributing to the spell. > For example, casting Revivify as a Circle spell with two secondary casters would reduce the Material component's minimum cost to 200 GP. **Spell Slot Required.** Each Secondary Caster contributing to the spell must expend a spell slot of a level greater than or equal to the spell's level (no action required). If the spell fails, these spell slots aren't expended.