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3rd-LEVEL WIZARD SPELLS:
Neverwinter

3rd-LEVEL WIZARD SPELLS:

Unlock the power of Neverwinter's 3rd-level wizard spells! Learn about Clairaudience, Fireball, Haste, Hold Person, and more to dominate your enemies.

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Unlock the power of Neverwinter's 3rd-level wizard spells! Learn about Clairaudience, Fireball, Haste, Hold Person, and more to dominate your enemies.

Alright, so you've made it to 3rd-level as a wizard in Neverwinter, and that means some seriously cool new spells are opening up. These aren't just minor upgrades; we're talking about game-changers that can really turn the tide in combat or exploration. Let's break down what you've got access to so you can pick the best ones for your build.

Here's a look at the 3rd-level spells you can learn:

  • Clairaudience/Clairvoyance (Divination): This is great for scouting. It gives you a +10 bonus to Spot and Listen checks, so you can hear and see things from further away. Super useful for avoiding ambushes or finding hidden stuff.
  • Clarity (Necromancy): Got a party member who's been charmed, confused, or slept? This spell cleans all that up and even protects against it for a bit. Handy for keeping your allies in the fight.
  • Dispel Magic (Abjuration): A bread-and-butter spell for any caster. It removes magical effects from a creature, whether it's a buff on an enemy or a debuff on yourself. Essential for countering enemy magic.
  • Displacement (Illusion): This one's a lifesaver in combat. It makes attacks miss the target 50% of the time, essentially making you harder to hit. Great for keeping your squishy wizard alive.
  • Find Traps (Divination): If you're the one disarming traps, this spell is a must. It gives you a +10 bonus to Search checks, making it much easier to spot those nasty surprises.
  • Fireball (Evocation): The classic! This spell deals 1d6 fire damage per caster level. At higher levels, this can absolutely melt groups of enemies. Aim it well!
  • Flame Arrow (Conjuration): This conjures up fire arrows. You get 4d6 damage per arrow, and you get one arrow every four levels. Good for sustained ranged damage with a fiery kick.
  • Gust of Wind (Evocation): This blast of air can knock creatures down, which is great for crowd control. It can also disperse harmful effects like Cloudkill, helping to clear the battlefield.
  • Haste (Transmutation): This is HUGE for offense. It grants one extra attack action per round and increases your movement speed by 50%. Makes you and your allies much more effective.
  • Hold Person (Enchantment): If you're facing humanoids, this spell can completely paralyze them. It's a fantastic way to take a dangerous enemy out of the fight temporarily.
  • Invisibility Sphere (Illusion): This spell hides you and any allies within a certain sphere. Great for setting up ambushes or sneaking past tough encounters.
  • Lightning Bolt (Evocation): Similar to Fireball, this deals 1d6 electricity damage per caster level. It's a straight line, so you can hit multiple enemies if they're lined up.
  • Magic Circle Against Alignment (Abjuration): This is a powerful defensive spell. It gives you and nearby allies a +2 bonus to AC and saving throws, and makes you immune to mind-affecting spells from a specific alignment. Choose your alignment wisely!
  • Negative Energy Burst (Necromancy): Deals 1d8 points of negative energy damage plus 1 per caster level. This is particularly effective against living creatures.
  • Protection from Elements (Abjuration): This spell grants a 30/- damage resistance against all elemental forms of damage. It's a solid defensive choice against elemental-heavy foes.
  • Slow (Transmutation): The opposite of Haste, this spell halves a target's movement rate. Excellent for controlling the battlefield and keeping enemies at bay.
  • Stinking Cloud (Conjuration): This creates a cloud that dazes and nauseates creatures caught within it. It's a great way to disrupt enemy formations and make them easier targets.
  • Summon Creature III (Conjuration): This spell lets you summon a Dire Wolf. A solid combat companion that can help you out in a pinch.
  • Vampire Touch (Necromancy): This spell deals 1d6 damage for every two caster levels, and you heal for half the damage dealt. It's a risky but potentially rewarding spell for self-sustain.

Picking the right spells depends on your playstyle and what you're up against. Don't be afraid to experiment and see what works best for you!

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