25 Best 3rd-Level Spells in D&D 5e

We wish you a happy birthday because you’ve made it to a major achievement!

Perhaps you’re a rogue who recently acquired the ability to bend your way out of danger through uncanny dodge, or perhaps a barbarian who has just received their second attack. 

Maybe you’re a spellcaster and want to figure out the latest, shiny 3rd-Level Spells you’d like to use.

You’re in the right spot!

We’ll cover the top 3rd level spells you can access that span across all classes.

25. Sleet Storm

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

24. Magic Circle

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

23. Blink

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).

At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.

If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away.

You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

22. Bestow Curse

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

21. Animate Dead

Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range.

Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).

20. Motivational Speech

Source: Acquisitions Incorporated
Casting Time: 1 Minute
Range: 60ft
Components: Verbal
Duration: 1 Hour

This is just one of many more…gag spells that appear in The Acquisition Incorporated book.

This lets the caster give up to five other creatures five temporary hit points each and gain a benefit from wisdom saves. It’s not too bad.

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However, it takes a time of about a minute to cast, making it impossible to cast in the middle of battle, unfortunately.

However, it does provide another benefit that lets anyone who is affected by the spell benefit from the next attack. It’s certainly useful, but one must have foresight and use the spell prior to fighting.

19. Catnap

Source: Xanathar’s Guide to Everything
Casting Time: 1 Action
Range: 30ft
Components: Somatic Material
Duration: 10 Minutes

As the name suggests, Catnap allows the player to choose up to three creatures and force them to lie down to rest.

If the targets are able to remain asleep throughout the 10-minute period They wake up and experience the effects of short rest that typically takes about one hour to complete.

It is very useful if you own the spell slots but aren’t looking to save them for something else in the near future.

18. Tongues

Source: Player’s Handbook
Casting Time: 1 Action
Range: Touch
Components: Verbal, Material
Duration: 1 Hour

The first step is tongues. It’s a divination spell that permits the caster (or anyone else that the caster touches and puts it on) to comprehend the speech they can hear.

Additionally, it allows anyone who hears the magic being cast upon them to understand the words they’re using, as long as they speak at least one language.

It’s an effective spell in the event that your group isn’t fluent in languages.

It could also fall into the void in the future.

17. Speak With Plants

Source: Player’s Handbook
Casting Time: 1 Action
Range: Self
Components: Verbal, Somatic
Duration: 10 Minutes

This one’s pretty simple:

It lets the user communicate with plants in a way that is similar to the ability to speak with animals, but… well, with plants.

It’s useful in certain uncommon circumstances. Especially for a Druid.

It’s not as convenient to carry around as its competitor.

In the event that you require it, you will need it. It is great to have it in your arsenal!

16. Nondetection

Source: Player’s Handbook
Casting Time: 1 Action
Range: Touch
Components: Verbal, Somatic Material
Duration: 8 Hours

Nondetection is a different spell that belongs to the School of Divination and lets the person casting it or anyone else they are in contact with being shielded from any attempt at scrying.

Although it’s useful, it’s a niche ability since it’s not as common at lower levels, which is why you’d have access to this spell.

At higher levels, the likelihood of coming across this kind of situation is higher. It’s much more beneficial.

15. Stinking Cloud

Source: Player’s Handbook
Casting Time: 1 Action
Range: 90ft, 20ft Radius
Components: Verbal, Somatic, Material
Duration: 1 Minute (Concentration)

A stinking cloud is a spell that produces a… well, it’s a stinking cloud approximately 20 feet in diameter and is able to significantly obscure the view and possibly waste the time of any person who is trapped inside it.

A lot of obscured areas basically make one blind and they consider themselves blinded.

Blinded is the term used to describe a person who fails any checks that rely on their sight. An attack roll against them has an advantage, and the attacks they launch are disadvantaged.

The real impact that the magic has is as bad, if perhaps more so.

Every cloud user has to perform a constitution check, or they could spend their time in a hospital, and then become violently sick because of their actions.

This is fantastic.

However, it’s not a good idea if any person inside is immune to Poison or does not need to breathe. Unfortunately, Poison is one of the most frequent consequences that the monsters become immune to, otherwise this spell would be higher on my list.

14. Slow

Source: Player’s Handbook
Casting Time: 1 Action
Zone: 120ft, 40ft cube zone in impact
Components: Verbal, Somatic, Material
Duration: 1 Minute (Concentration)

This one is very important to have on hand in times of need.

Slow lets you cast an area of 40 feet with time-slowing magic, and catch at least six other creatures within the area. Each creature must make with a Wisdom save or be subject to halving speed, and -2 to their AC as well as any Dexterity saves they need to make. Additionally, they’re not allowed to react.

In addition to that, they’re also limited to taking one action during their turn. Also, if they want to make the spell the spellcaster must roll a 20 on a d20..

If they score an 11 or greater their spell will not begin to work until the following turn, and they’ll have wasted an opportunity in casting it.

If they are able to get a score of 10 or less and the spell doesn’t perform at all.

If they continue to fail their wisdom checks at turns and they’re not failing their wisdom checks, there’s no amount they can do when being under your control.

13. Speak With Dead

Source: Player’s Handbook
Casting Time: 1 Action
Range: 10ft
Components: Verbal, Somatic, Material
Duration: 10 Minutes

In line with Speak to Animals and Speak to Plants, Speak with the Dead allows the player to communicate with the dead.

As long as no one has put the curse on a specific corpse in the past week, it is possible for anyone to ask up to five questions about the corpse.

They can answer any question they’ve ever encountered in their lives but they’re not able to grasp new information.

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Useful, right? But, here’s the warning.

It is no obligation to be honest with the person casting, especially if they see them as a threat. Or, they can choose to be rude.

However, if you’re looking to get answers to an old query, this is the ideal magic to get any out-of-place skulls you might find during your journey!

12. Protection from energy

Source: Player’s Handbook
Casting Time: 1 Action
Range: Touch
Components: Verbal, Somatic
Duration: 1 Hour (Concentration)

This is a different kind of spell that’s a niche.

It allows any person that the caster touches to gain resistance to one of the most basic kinds of damage: acid, cold, fire, lightning, or thunder. It’s great if you are aware of the type of adversary you’re going to be fighting.

For instance, for example, an example is a red dragon.

Are you looking to stay clear of being a piece of charcoal? Simply cast this spell and everyone in the fire’s path (pun intended) is only harmed by half!

The only issue could be that this is an intense spell.

If you get a terrible hit while holding on to the spell, it’s possible that it’ll fall, and you’ll lose the wonderful resistance.

11. Tiny Servant

Source: Xanathar’s Guide to Everything
Casting Time: 1 Minute
Range: Touch
Components: Verbal, Somatic
Duration: 8 Hours

Tiny Servant is an entertaining spell to play. It permits the caster to make any object they hold and transform into a magic servant for a short period of time.

The animated character has cute little legs and arms and is able to scurry around to serve your needs.

As a bonus, you can also control the creature’s telepathic communication in the event that you’re within 120 feet, instructing it to perform whatever you want. They’ll perform it to the very best of their abilities!

They are also able to attack, but don’t expect anything from them in this respect.

If you cast the spell at higher levels, you are able to animate two more objects per level that is higher than the 3rd level!

If you’ve ever dreamed that you could have a whole army of moving shoes perform your orders, this is the best way to do it.

10. Waterwalk

Source: Player’s Handbook
Casting Time: 1 Action (Ritual)
Range: 30ft
Components: Verbal, Somatic, Material
Duration: 1 Hour

If you have been in the water for a while and you are not sure why, then I’ve just the thing.

Water walks let you take a walk through the water.

In the hours following casting the spell, you are able to walk on water and any other liquid similar to the surface. Acid mud, snow, quicksand, or even lava.

The surface is deemed completely safe during the period. Although, walking on lava isn’t recommended since you’ll still suffer injury from the scorching heat.

Another benefit is that even if you’re in the middle of water and you cast it, Water Walk will rocket you up to the surface at speeds of 60 feet per round.

A great tool if yourself in a rut and don’t have the next thing on your arsenal.

9. Water Breathing

Source: Player’s Handbook
Casting Time: 1 Action (Ritual)
Range: 30ft
Components: Verbal, Somatic, Material
Duration: 24 Hours

A must-have spell for all campaigns that involve traveling on oceans at sea, Water Breathing does exactly what is stated on the package.

After casting for 24 hours up to 10 willing creatures can breathe air and in the water as if it’s normal.

It is very, very helpful to have in case you ever plan to travel on a ship. Or when you have to investigate some ruin sites that are in an underwater lake or something similar.

8. Thunder Step

Source: Xanathar’s Guide to Everything
Casting Time: 1 Action
Range: 90ft
Components: Verbal
Duration: Instantaneous

Have you ever felt in the midst of enemies and had no way to get away?

It’s possible that this spell will be useful. The Thunder Step allows the caster to travel to the area unoccupied in 90 feet.

A constitution save is required for anything that is within 10 feet of you after the teleportation process. You’ll be taking 3 times 10 worth of thunder damage on a failed save.

It is also possible to bring objects and another creature that is willing to join you when you transfer. If there’s space to accommodate them on opposite sides,

7. Animate Dead

Source: Player’s Handbook
Casting Time: 1 Minute
Range: 10ft
Components: Verbal, Somatic, Material
Duration: Instantaneous

This is for all you Necromancers.

Animate Dead allows the player to look at bones in a pile, or the body of a dead person, and return them to their former state as a servant to you.

You’ll be able to make a zombie or a skeleton with this spell depending on the style you prefer.

Additionally, you can make them obey you with the bonus action of doing what you want. If you make an instruction that is accepted, the Undead will execute the request until it’s finished in order to avoid managing them.

If you don’t tell them, they’ll attempt in order to protect themselves.

One of the best things about this spell is that the undead that you choose to cast it on is kept in your hands for up to 24 hours following casting and will return to you following another spell charge.

You can choose to raise an undead in the same way. You can use it to reestablish your control over up to four skeletons or zombies you’ve created before.

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6. Create Food and Water

Source: Player’s Handbook
Casting Time: 1 Action
Range: 30ft
Components: Verbal, Somati
Duration: Instantaneous

If you’ve ever found yourself in the wilderness without water or food available This spell can be the ultimate lifesaver.

It permits the caster to create 45 lbs of food as well as 30 gallons of water for consumption, which is enough to feed up to 15 people (or five horses) all day long.

It might not taste as good however it will keep your body alive when you need it most.

Food, if uncooked, becomes rotten in a matter of minutes after 24 hours have passed. However, the water remains in good condition for the rest of the time!

5. Beacon of Hope

Source: Player’s Handbook
Casting Time: 1 Action
Range: 30ft
Components: Verbal, Somatic
Duration: 1 Minute (Concentration)

A spell is only available to the Cleric class or Paladins who are able to take an Oath of Devotion. A Beacon of Hope is a (literal) blessing during combat.

The creatures that are within 30 feet of the caster get an advantage on wisdom saves and death saves, and all get the most health through any resource.

For instance, if You cast Cure Wounds at the beginning of the level, you don’t need to roll the typical 1d8.

Instead, you’d receive 8 HP, and whatever the modifier for the caster is.

It’s useful to have in the midst of a huge fight!

4. Call Lightning

Source: Player’s Handbook
Casting Time: 1 Action
Range: 120ft, 60ft Cylinder
Components: Verbal, Somatic
Duration: 10 Minutes (Concentration)

Call Lightning is one of my personal favorites spells.

It permits the caster, typically a Druid who is usually a Druid, to summon the magic of a storm anyplace within 120 feet. 

As long as there’s empty space in the sky, it permits you to pour down lightning bolts on your adversaries, inflicting 3d10 lightning damage on anyone who is unable to make a Dexterity saving. and hitting anyone within 5 feet of the location where you wish to receive the lightning strike.

Best part?

For the duration of the 10 minutes, you may make use of your power to continue inflicting wrath on anyone who is within the range that is within your reach.

If you cast it in an erupting storm the damage increases by 1d10!

At higher levels, the damage increases by another 1 in 10.

3. Counter Spell

Source: Player’s Handbook
Casting Time: 1 Reaction
Range: 60ft
Components: Somatic
Duration: Instantaneous

Are you annoyed by spellcasters from the enemy? Perhaps Counterspell could be the answer you’ve been looking for!

If a spellcaster decides to cast anything within 60 feet of you, you could be interrupted by using Counterspell.

In the event of reactions, you can cancel the effects of spells that are 3rd level or less immediately.

If you want to cast any spells that are 4th or higher or higher, you can use a d20 as your spellcasting modifier.

With a DC of 10+, the spell’s degree is sufficient to nullify any spell in the event that you manage to win the check. In other words, counterspell has no effect.

However, fortunately when you cast the spell, then the threshold to counter instantly is increased by the level of the slot for spells you decide to apply.

2. Dispel Magic

Source: Player’s Handbook
Casting Time: 1 Action
Range: 120ft
Components: Verbal, Somatic
Duration: Instantaneous

Like Counterspell, Dispel Magic is in a position to block any magic effect that is 3rd or lower. In the event that you do the same thing with Counterspell for anything greater than 3rd,

As with Counterspell and Counterspell, if you increase the level of your spell, you’ll instantly block any effects that are lower or equal to the level of the spell slot you are using.

While Counterspell can be useful as a reflexive reaction to an effect you don’t want to turn away from, Dispel Magic works for effects already in play.

For instance, if there’s a wizard flying about and throwing fireballs around, simply make a point towards the wizard (if they’re within 120 feet), and they’ll just… drop like the size of a stone.

If they don’t have Feather Fall. However, it’s still beneficial to eliminate the annoying effect that could be a problem if left unattended.

1. Fireball

Source: Player’s Handbook
Casting Time: 1 Action
Range: 150ft, 20ft Radius
Components: Verbal, Somatic, Material
Duration: Instantaneous

Of course, it is true that the list of 3rd level spells is incomplete without the classic Fireball.

A spell that is characteristic of D&D and has been openly admitted to being deliberately overpowered by the designers of the game.

Fireball is absolutely the most powerful 3rd level spell I have ever seen in my personal opinion.

With a range of 150 feet as well as 20 feet of blast radius, this spell is the ideal one to deal with anyone who did the wrong thing by clumping up.

Inflicting 8d6 of damage when you fail a Dexterity Save or just half the amount for an effective save This is a must-have spell to have in any collection of Wizards.

If you choose to upcast it, the damage will increase by 1d6 per slot for spells that are 4th or higher.

Did I mention it ignites anything that can be flammable in flames that aren’t being carried or worn?

There are many issues that can be resolved with a properly placed fireball. That’s why it’s been able to earn the top spot in the rankings!