The first dnd circle spell option is augment, which lets you add up to 1 mile to a spell’s range
Nov 21, 2025
The first dnd circle spell option is augment, which lets you add up to 1 mile to a spell’s range. That allows for all sorts of absolute nonsense.
#dnd #dnd5e #2024dnd #characteroptimization
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Okay, people want to know how to break
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circle spells in D and D, and I couldn't
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fit all of that into one video. So, uh,
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let's do one video for each of the
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options because it needs a little room
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to breathe. First option is called
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augment, and this is the one that
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extends the range of your spells. Using
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this one is super easy. Other qualifying
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spellcasters can be your secondary
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spellcasters, and all they have to do is
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spend an action, and it extends the
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range of your spell by 1,000 ft. Now,
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this only works with spells that have a
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range greater than 5 ft. So nothing
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that's range self will qualify here.
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Nothing that's range touch, none of
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that. It has to actually have a a range
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listed in feet or something else. So
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like meteor swarm would theoretically be
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a valid target, but there's also a cap
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of 1 mile. Thank god. Ravithim psychic
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lance lets you target a creature even if
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you can't see them. So you don't have to
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worry about full cover, which is the
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biggest problem when you're casting
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spells at massive range. So, you get a
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few friends together, you add
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potentially multiple thousands of feet
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to the spell's range up to the maximum
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of one mile, and you can snipe creatures
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with Ralith Psychic Lance from a
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distance which is so incredibly safe
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that your target has no hopes of
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escaping or countering you. But there
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are tons of other abuse cases. In an
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internally consistent world, you could
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use augment with spells like magic
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missile and just snipe enemies from
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impossibly long distances without any
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risk of failure. Sure, then everybody
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starts getting the broes that block
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magic missiles or everyone learns to
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cast shields, so you just switch to a
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different spell. Uh, witchbolt would
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work pretty well. As long as your target
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didn't make it into full cover, you
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could just keep dealing automatic damage
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to them. Fireball nuke things from an
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incredibly long distance. Uh there's a
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ton of things you can do with this. A
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lot of them won't really apply in like a
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typical adventuring scenario, but in an
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internally consistent world or in a
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world where some of your enemies exist
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above ground, the ability to cast spells
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from up to a mile away is incredibly
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powerful. Even for divination spells,
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you can use things like clairvoyance or
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arcane eye and cast them from an
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incredibly long distance. Arcane Eye is
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fantastic, but it has a range of 30 ft.
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So, if you want to scout something from
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far away, you've got to cast it and like
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float your eyeball 30 feet at per round
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towards whatever you're scouting. If you
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can cast the spell with up to a mile of
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range, you can go scout things at an
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incredibly safe distance. So, there's a
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ton of value here, a ton of utility, a
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ton of power, and all it costs your
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secondary casters is an action.
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