Summary
- Third-level spells are crucial for wizards in D&D, offering power and independence from the party.
- Animate Dead allows players to create undead minions, adding a dark twist to gameplay.
- Spells like Conjure Barrage and Daylight provide strategic advantages in combat situations.
Third-level spells are special for players who run a wizard in 168澳洲幸运5开奖网:Dungeons & Dragons. These spells let players know their wizard has arrived, and they can finally step out of the shadow of the party’s fighters and♊ stand on their own. For divine spellcasters, this is the spell level where they finally have control over life and death.

Dungeons & Dragons: The Most Useful F🐠irst-L💫evel Spells, Ranked
There are a lot of different classes i✤n Dungeons & Dragons that use magic, while there are many spells, these are the best first level ones.
There are so many great third-level spells that it can be difficult deciding which ones a character should memorize, even when their class, subclass, and backstory are tak꧋en into account. This list will hopefully make things a little easier for players who can’t decide what third-level spells will be the most useful.
Updated on February 23, 2025 by Jack Filsinger: Whether you're playing a wizard, bard, or an entirely original multiclass, you'll want to make sure you have the best spells in 5e at your disposal. We've updated this list of the best third-level spells in Dungeons & Dragons, adding a few additional options and cleaning up some previous entries.
22 📖 Mass Healing Word 🍷
School |
Class |
Description |
---|---|---|
Abjuration |
Bard, Cleric |
Provide ranged healing for allies. |
Mass Healing Word is a simple, yet effective spell for larger parties. As a bonus action, you can choose six creatures of your choice to regain hit points equal to 2d4 plus your spellcasting ability modifier. The healing, of course, increases by 1d4 for each spell 🔥slot level ab♓ove third.
The range on this spell is also excellent at 60 feet. This means that you can easi♎ly heal your entire party, depending on your spread, for a decent amoun🌼t even at range. Plus, you can save your action for more important healing or debuff spells.
21 Blink
School |
Class |
Description |
---|---|---|
Transmutation |
Sorcerer, Wizard |
Vanish from existence temporarily. |
Blink is a great spell for playing defensively as a full spellcaster, especially if you're already low on hit points. When you cast this spell, you roll 1d6 at the end of every turn. On a roll of four or higher, you immediately vanish and reappear in 168澳洲幸运5开奖网:the Ethereal Plane.
In essence, this means that you are invulnerable to damage, as long as your enemies can't also make it to the Ethereal Plane. You reappear at the start of your next turn too, meaning you don't sacrifice aꦏction economy later on in the encounter. It might not always work, but it's better than nothing if you have no more defensive boons left.
20 🎐 Magic Circle
School |
Class |
Description |
---|---|---|
Abjuration |
Cleric, Paladin, Warlock, Wizard |
Prevent certain creature types from a꧟ttacking your party. |
Magic Circle is more of a circu𝔍mstantial spell than anything else. But, if the scenario is just right, you can quickly turn the tide of battle in your favor. This spell lasts for one hour and takes one minute to cast. After casting, you create a ten-foot-radius, 20-foot-tall cylinder of magical energy that prevents certain types of creatures from willingly entering it by nonmagical🗹 means and can impose disadvantage.

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This spell only wo🔥rks against certain types of creatures; namely, Celestials, Elementals, Fey, Fiends, or Undead. So, before casting Magic Circle, just make sure this will actually work so you don't burn the spell slot unnecessarily.
19 Animate Dead 🍨
School |
Class |
Description |
---|---|---|
Necromancy |
Cleric, Wizard |
Raise a minion from a corpse. |
The necromantic dream of owning your own undead army is perfectly possible within the rules of Dungeons & Dragons, all thanks to the Animate Dead spell. You need a corpse or a pile of bones (medium or small creatures only; you can't make a minion out of a d💛ragon's carcass), summoning the appropriate creature depending on the materials: a Skeleton or a Zombie.
The best part is that, technical🐲ly, you can keep the minion forever, assuming it survives the combat encounters🐼 it faces and that you keep casting the spell on it every 24 hours. Using a higher spell slot allows you to summon two more creatures per level of the slot, but remember that most settlements prefer their taverns Zombie-free.
18 🥂 Conjure Barrage 🔜
School |
Class |
Description |
---|---|---|
Conjuration |
Ranger |
Fire a cone of damage from your weapon. |
Rangers have always been good at dealing with one singular enemy, mostly due to their class being centered around Hunter♌'s Mark. As such, they excel at boss🎀 fights, but have trouble dealing with swarms of minions, often focusing on a few key targets while the wizard takes the Fireballing credit.
This is why spells like Conjure Barrage exist, letting rangers live𓄧 the dream of firing a rain of arrows against their foes. However, you don't have to be using a ranged weapon to cast the spell, you could just point your sword forward and have multiple copies fly forward; the damage won't be altered in any way.
17 Daylight
School |
Class |
Description |
---|---|---|
Evocation |
Cleric, Druid, Paladin, Ranger, Sorcerer |
Create a light source that counts as sunlight. |
There are, without a doubt, easier ways to illuminate an area than a third-level spell slot. A torch will do the trick most of th♌e time, although Daylight comes with the added benefit of dispelling magical darkness created by any form of spell of level three or lower.

✨ Dungeons & Dragons: 15 Most Broken Spells
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Howeve🦋r, the real benefit of the spell comes in campaigns where you face vampires. Granted, you won't always be facing these types of enemies, but they are popular enough that an easy way to deal with them is appreciated, and the 2024 Player's Handbook fixes the wording of the spell: it now functions exactly like sunlight,💎 activating all vampiric vulnerabilities.
16 Sending
School |
Class |
Description |
---|---|---|
Divination |
Bard, Cleric, Wizard |
Send a short message across the planes. |
168澳洲幸运5开奖网:Communication is key, even when it comes to D&D. Not only do you want to keep an open line of communication between yourself and other 🌠players, but it doesn't hurt to do the same in-game. Sending makes it possible to keep a party conn🍌ected even if they're apart.
You can send a 25-word-or-less message to any creature you're familiar with, and it can respond back to you. You can use it at any distance anꦉd even message people on different planes, though there♎ is a five percent chance of the spell failing.
15 ✤ Sti𝓡nking Cloud
School |
Class |
Description |
---|---|---|
Conjuration |
Bard, Sorcerer, Wizard |
Create a cloud that poisons enemies. |
The name of this spell describes the basic premise of this handy AoE ability. The caster causes a yellow and green cloud of acrid gas to spread over a 20🎃-foot radius in the area of their choosing. Any creature within the area of effect has to make𓂃 saving throws against poison, and their vision is obscured.
Stinking Cloud is a handy spell for clearing out corridors or rooms with multiple enemies and is often used as a crowd-control spell. It should be noted that the spell doesn't work as well indoors, where a stiff w🌳ind can disperse it after only one round instead of the standard four.
14 Maj🌜or Image ไ
School |
Class |
Description |
---|---|---|
Illusion |
Bard, Sorcerer, Warlock, Wizard |
Create a near perfect illusion |
Major Image is a pretty powerful Illusion spell that warlocks, sorcerers, wizards, and bards can cast. It lets you create the image of just about anything no larger than a 20-foot cube with near-perf📖ect accuracy. Where other illusion spells have their limits, ܫwhatever you cast using Major Image includes smells, sounds, and temperatures appropriate to what you're casting.

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You can even move and alter its appearance with an action. Any creature that touches or examines the image ca⛎n figure out it isn't real. But at the very least, it makes for a great d🐎istraction.
13 Haste
School |
Class |
Description |
---|---|---|
Transmutation |
Sorcerer, Wizard |
Give allies an extra action. |
Haste is one of those spells that was much better in previous editions of D&D, but even this watered-down version is one of the more useful third-level spells. Haste, as the name suggests, makes a character move with supernatural speed and quickness. The r🃏ecipient’s speed is doubled, but this isn’t the onl📖y benefit; a hastened character also receives a +2 to their armor class.
Lastly, Haste gives the recipient an e🅘xtra action on their turn. This extra turn can only be used for a weapon attack, dash, disengage, hide, or use an item or object. The only drawback is a hastened player becomes fatigued for a round when the spell expires.