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Summary
Third-level spells are special for players who run a wizard inDungeons & Dragons.
For divine spellcasters, this is the spell level where they finally have control over life and death.
22Mass 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.
The healing, of course, increases by 1d4 for each spell slot level above third.
The range on this spell is also excellent at 60 feet.
Plus, you’ve got the option to preserve your action for more important healing or debuff spells.
21Blink
Transmutation
Sorcerer, Wizard
Vanish from existence temporarily.
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 inthe Ethereal Plane.
20Magic Circle
Cleric, Paladin, Warlock, Wizard
Prevent certain creature types from attacking your party.
Magic Circle is more of a circumstantial spell than anything else.
This spell lasts for one hour and takes one minute to cast.
19Animate Dead
Necromancy
Cleric, Wizard
Raise a minion from a corpse.
18Conjure Barrage
Conjuration
Ranger
Fire a cone of damage from your weapon.
Raise Dead by Polar Engine
There are, without a doubt, easier ways to illuminate an area than a third-level spell slot.
There are so many powerful spells in Dungeons & Dragons.
But, which are the most broken?
Raise Dead by Polar Engine
However, the real benefit of the spell comes in campaigns where you face vampires.
16Sending
Divination
Bard, Cleric, Wizard
Send a short message across the planes.
Communication is key, even when it comes to D&D.
The Sorcerer Delina by Wisnu Tan
Sending makes it possible to keep a party connected even if they’re apart.
15Stinking Cloud
Bard, Sorcerer, Wizard
Create a cloud that poisons enemies.
The name of this spell describes the basic premise of this handy AoE ability.
An Open Portal by Michele Giorgi
It lets you create the image of just about anything no larger than a 20-foot cube with near-perfect accuracy.
Dungeons & Dragons spells are good for so much more than just combat.
Here are the best spells for creative problem-solving.
A Red Wizard by Ralph Horsley
you’re free to even move and alter its appearance with an action.
Any creature that touches or examines the image can figure out it isn’t real.
But at the very least, it makes for a great distraction.
The Wizard Melf by Martin Mottet
13Haste
Give allies an extra action.
Haste, as the name suggests, makes a character move with supernatural speed and quickness.
Lastly, Haste gives the recipient an extra action on their turn.
Daylight by David Astruga
The only drawback is a hastened player becomes fatigued for a round when the spell expires.
A Draconic Warlock by Ignatius Budi
Hunger of Hadar by Joseph Weston
Mordenkainen by Helge C. Balzer
Movement & Position by Igor Grechanyi