Introduction
At 3rd circle, a spell can change the map, stop an enemy caster, solve a travel problem, or recover a plan that went wrong. Begin with the job your party repeatedly needs done rather than a universal ranking.
Source list comes first. Arcane, Divine, Primordial, and Wyrd magic offer different tools, and class progression decides when you can use this circle. Concentration and casting time then decide whether a spell fits alongside the options you already prepare or know.
This guide rates 3rd-circle spells across those four source lists, notes the classes that can access them, and calls out choices worth building around. Labyrinth Worldbook spells are marked as (Labyrinth Worldbook), and Player's Guide 2 spells are marked as (Player's Guide 2).
The Old Margreve adds a forest-and-hunt package: route confusion, pursuit tracking, monster charm, corpse-fueled healing, and poisonous terrain control. Its options matter most when the campaign makes travel, the wilderness, or a particular quarry central problems.
Labyrinth Worldbook brings a different set of tactical tools: pocket mazes, short-range portals, Void bolts, spectral chargers, mental defenses, and smite riders. Consider them when weird dungeons, planar travel, hostile magic, and enemy positioning regularly matter at the table.
Player's Guide 2 expands Wyrd options for Witch and gives Theurge more Arcane and Divine choices for control, movement, protection, and smite-adjacent play.

How to Use This Guide
Ratings reflect general effectiveness across a wide range of campaigns and party compositions. Your table's encounter pacing, enemy types, and GM style will always create exceptions — treat these as strong defaults, not hard rules.
- ● Red — Bad. There's almost always a better option at the same circle.
- ● Orange — Situational. Strong in the right context; weak as a general pick.
- ● Green — Good. A solid pick you will not regret.
- ● Blue — Fantastic. Top-tier and worth building around.
3rd Circle Spells by Source List
Arcane List
Available to: Bard, Sorcerer, Theurge, Wizard
| Spell | School | Notes |
|---|---|---|
| Blink ● | Transmutation | 50/50 chance of avoiding damage each turn is fun, not reliable. Concentration-free is nice, but the randomness makes this hard to build around. |
| Column of Cogs (Labyrinth Worldbook) ● | Conjuration | Ride a moving gear column that damages creatures it rolls through. Excellent style and terrain play, but concentration plus fragile object HP keeps it niche. |
| Conjure Ferryman (Labyrinth Worldbook) ● | Conjuration | Summons a spirit boat for water travel, with dangerous upcast planar/Styx utility. Great campaign spell, not a normal combat pick. |
| Counterspell ● | Abjuration | The single most impactful defensive spell in the game. Automatic on 3rd circle or lower; ability check on 4th+. Takes your reaction, so you're choosing between opportunity and defense. Essential in campaigns with enemy spellcasters. |
| Cynophobia (The Old Margreve) ● | Enchantment | Long-duration fear of canids. Excellent if the party uses hounds, wolves, foxes, worgs, or similar pressure; too narrow as a default Arcane pick. |
| Dispel Magic ● | Abjuration | Auto-removes any magical effect of 3rd circle or lower. Upcast to handle higher effects. One of the most important utility spells in the game — you never know when you'll need it until you do. |
| Aqueous Form (Player's Guide 2) ● | Transmutation | Turns an ally into a watery, damage-resistant form that can seep through tiny gaps. Great escape and infiltration tool; awkward if the target needs to attack, speak, or do normal person activities. |
| Electrify Metal (Player's Guide 2) ● | Transmutation | Punishes metal weapons, armor, and objects with repeat lightning pressure and a possible stun/drop rider. Campaign-dependent, but brutal when the boss brought plate armor to a lightning problem. |
| Erratic Distraction (Player's Guide 2) ● | Enchantment | A moving magical distraction that can pull enemies into bad choices. Funny, sometimes useful, and much better when your table plays enemy behavior honestly. |
| Fear ● | Illusion | 30-foot cone, WIS save or frightened and dropping whatever they hold. Creatures flee on their turn and can't approach you. Strong crowd control, but the cone shape requires positioning, and WIS is a commonly-proficient save. |
| Fireball ● | Evocation | The benchmark. 8d6 fire in a 20-foot radius, DEX save for half. Scales well when upcast. Fire resistance and immunity are the main hazards — otherwise this is the gold standard for 3rd-circle area damage. |
| Fly ● | Transmutation | 60-foot fly speed for one ally for up to 10 minutes (concentration). Bypasses almost all terrestrial hazards and sets up advantage on ranged attacks. Outstanding in the right dungeon. |
| Gaseous Form ● | Transmutation | Exploration-only. Incredible for scouting and bypassing walls, useless in combat. If your campaign rewards creative exploration, this is a ritual-level utility pick. |
| Going in Circles (The Old Margreve) ● | Illusion | RITUAL. Turns a 1-mile cube of natural terrain into a navigation trap for 24 hours. Not a combat spell, but outstanding for wilderness defense, route denial, and chase play. |
| Haste ● | Transmutation | One ally doubles speed, gains +2 AC, advantage on DEX saves, and gets an extra action each turn (attack, dash, disengage, hide, or use object). Ends with one turn of lethargy. One of the strongest buffs in the game on a martial ally — a Fighter or Rogue under Haste is terrifying. |
| Hypnotic Pattern ● | Illusion | 30-foot cube, WIS save or incapacitated and charmed. Affected creatures are out of the fight until they take damage or someone shakes them awake. This is a "win the encounter" button in many cases. Concentration, which is the only real constraint. |
| Lightning Bolt ● | Evocation | 100-foot line, 8d6 lightning, DEX save for half. Trades Fireball's AoE for range and indoor utility. Same damage, different shape — pick based on your expected battlefield geometry. |
| Major Image ● | Illusion | A complex, persistent illusion with sight, sound, smell, and temperature. In roleplay-heavy games, this is extraordinary. In combat-heavy games, it sits unused. Concentration-free at 6th circle. |
| Minor Maze (Labyrinth Worldbook) ● | Conjuration | INT save or temporary pocket-maze banishment, with an action check to escape. Shorter and weaker than higher-circle maze magic, but excellent against low-INT threats. |
| Necrotic Pustules (Player's Guide 2) ● | Necromancy | Poison-and-necrotic disease pressure that can spread to nearby creatures. Strong flavor and real upside in packed fights; Constructs, Undead, and poison-resistant enemies ruin the fun because apparently they did read the memo. |
| Nondetection ● | Abjuration | Campaign-dependent. Essential in games with divination-heavy antagonists; irrelevant otherwise. |
| Pocket Portal (Player's Guide 2) ● | Conjuration | Bonus-action paired portals between visible points. Strong tactical movement, escape, and repositioning tool if your table uses grid positioning honestly. Also appears on Wyrd now, which is excellent news for Witch. |
| Protection from Energy ● | Abjuration | Resistance to one damage type for one ally for up to 1 hour (concentration). Excellent preparation spell before a known dragon encounter or elemental dungeon. |
| Sending ● | Enchantment | 25-word message, anywhere in the world. No range limit. The operational utility on this is absurd in the right campaign — maintaining contact with distant allies or NPCs changes how you approach long-distance adventures. |
| Slow ● | Transmutation | Up to six creatures, WIS save or: half speed, no reactions, can only take action or bonus action (not both), attacks suffer disadvantage on the first one. Excellent against boss monsters and melee clusters. |
| Star's Radiance (Labyrinth Worldbook) ● | Abjuration | Concentration aura granting nearby allies advantage on WIS saves. Not flashy, but very good against fear, charm, domination, and illusion-heavy enemies. |
| Stinking Cloud ● | Conjuration | 20-foot radius cloud, CON save or lose your action. Strong against clustered enemies but the 20-foot radius limits coverage, and CON saves are high for most martial-type foes. Hypnotic Pattern and Fear usually accomplish more. |
| Tongues ● | Divination | 1-hour comprehension of all languages. Useful in social campaigns; often a ritual in other systems. Not a high-priority pick when slot economy matters. |
| Tracer (The Old Margreve) ● | Divination | Bonus-action beacon on ranged ammunition for 8 hours. Strong for pursuit and stealth tagging, but Arcane casters usually need an archer ally or a specific plan to get clean value. |
| Vampiric Touch ● | Necromancy | 3d6 necrotic per action, you heal half. Concentration, melee only. Requires you to be adjacent to an enemy for multiple turns while concentrating — asks a lot from a soft caster. Better on a War Cleric or Bard with heavy armor. |
| Virulent Nightmare (Labyrinth Worldbook) ● | Enchantment | Psychic nightmare that jumps between hostile creatures until a save stops it. High ceiling in clusters, but random chaining makes it swingy. |
| Void Strike (Labyrinth Worldbook) ● | Evocation | Concentration repeatable necrotic bolt that frightens and gets advantage in dim light or darkness. Good for Warlocks and dark-dungeon casters. |
| Water Breathing ● | Transmutation | Pure utility — up to 10 allies breathe underwater for 24 hours. Essential when you need it, irrelevant otherwise. More of a ritual pick. |
| Wind Wall ● | Evocation | Ranged attacks through the wall fail. Good against archer-heavy encounters; ignored in most others. |
Divine List
Available to: Cleric, Paladin, Theurge
| Spell | School | Notes |
|---|---|---|
| Beacon of Hope ● | Abjuration | Allies have advantage on WIS saves and death saves, and regain maximum HP from any healing. Pairs beautifully with Mass Healing Word in a bad fight. Not always relevant but exceptional when it is. |
| Bestow Curse ● | Necromancy | Touch attack, WIS save or cursed. The "+1d8 necrotic on your attacks" option is the default pick — it's a significant damage boost if you're a melee Cleric or Paladin who will be swinging repeatedly. Upcasting extends the duration dramatically. |
| Blood Offering (The Old Margreve) ● | Necromancy | Touch a corpse you helped damage to heal yourself for 1d4 x its CR. High-flavor, high-variance recovery after a kill; too conditional to compete with Revivify, Spirit Guardians, or Mass Healing Word. |
| Abjuring Smite (Player's Guide 2) ● | Abjuration | Force-damage smite with an extraplanar-control rider. Best on Paladins and melee Theurge oddballs; most backline Divine casters should keep walking. |
| Aura of Bane (Player's Guide 2) ● | Abjuration | A short aura that makes chosen enemies subtract a d4 from attacks or saves. Excellent for Cleric and Theurge debuff builds that can survive near the enemy line. |
| Create Food and Water ● | Conjuration | Replaces the Survival check problem. Ignore this unless your GM runs strict resource scarcity. |
| Daylight ● | Evocation | 60-foot radius of daylight, dispels magical darkness of 3rd circle or lower. Campaign-dependent — essential against darkness-dependent enemies, irrelevant otherwise. |
| Dispel Magic ● | Abjuration | Same as Arcane. Indispensable. The Cleric version is particularly valuable because Clerics are often the ones removing curse effects and enemy buffs. |
| Forceful Courser (Labyrinth Worldbook) ● | Conjuration | Summons two spectral beasts that charge up to 120 feet, attack, and can knock targets prone. Clean no-concentration burst and prone setup for melee allies. |
| Golden Bull (Labyrinth Worldbook) ● | Abjuration | Concentration self-aura that damages and pushes hostile creatures approaching within 5 feet. Strong defensive bubble for Clerics and surprisingly useful for Paladins holding a line. |
| Mass Healing Word ● | Necromancy | Bonus action, up to six creatures each regain 1d4 + spellcasting modifier HP. Saving multiple allies in one bonus action is the most efficient healing in the game — this is the reason Clerics can do other things with their action. |
| Protection from Energy ● | Abjuration | Same as Arcane — resistance to one damage type for 1 hour. A strong preparation pick before a known encounter. |
| Remove Curse ● | Abjuration | Ends all curses on a touched creature. Critical when Bestow Curse or similar curse effects are in play. Situational but irreplaceable when relevant. |
| Revivify ● | Necromancy | The single most important 3rd-circle Divine spell. A creature that died in the last minute returns to 1 HP. This is the in-combat resurrection. No expensive material components. Every Cleric should have this. |
| Sending ● | Enchantment | Cross-list with Arcane. Strong operational utility in open-world and investigation campaigns. |
| Star's Radiance (Labyrinth Worldbook) ● | Abjuration | Short-range WIS-save protection aura. Competes with Spirit Guardians, but it is excellent when the enemy plan is charm, fear, dominate, or illusion. |
| Spirit Guardians ● | Conjuration | Concentration, 1 minute, 15-foot radius. Creatures of your choice take 3d8 radiant or necrotic damage when they enter or start their turn in the radius. This is the Cleric's signature damage spell — a melee-adjacent Cleric with Spirit Guardians active can deal sustained AoE damage that rivals Fireball over multiple rounds. |
| Tongues ● | Divination | See Arcane entry. Situational utility. |
| Tracer (The Old Margreve) ● | Divination | See Arcane notes. Divine casters rarely want to spend turns firing tagged ammunition, but it can solve pursuit problems if the party has a reliable archer. |
| Vampiric Touch ● | Necromancy | Better on War Cleric than Arcane equivalents — the Cleric can be in melee safely with armor, and the self-healing adds effective durability. Still concentration-dependent. |
| Venomous Smite (Player's Guide 2) ● | Evocation | Bonus-action poison smite that poisons on hit. The rider is good, but poison is one of the least reliable damage types at this tier. |
Primordial List
Available to: Druid, Ranger
| Spell | School | Notes |
|---|---|---|
| Animal Aspect (Player's Guide 2) ● | Transmutation | Flexible beastlike utility: senses, movement, AC, venom, tail tricks, or flight. Druid and Ranger both like this because it solves different adventure problems without pretending every problem is Fireball. |
| Aqueous Form (Player's Guide 2) ● | Transmutation | See Arcane notes. Best as exploration, escape, and rescue magic; bad when the target needs to keep fighting normally. |
| Aspect of the Cobra (Player's Guide 2) ● | Transmutation | Poison bite and blinding venom are flavorful, but poison resistance and CON saves keep it behind Animal Aspect and Veil of Waves for most Druids and Rangers. |
| Call Lightning ● | Conjuration | Concentration, 10 minutes. Each round you use your action to call a bolt — 3d10 lightning to a 5-foot area, DEX save for half. Outdoors in a storm, it deals 4d10. This is the Druid's Fireball equivalent, but better over long fights. The sustained damage ceiling over a 10-round fight far exceeds a single Fireball. |
| Conjure Animals ● | Conjuration | Summon Beasts: one CR 2, two CR 1, four CR 1/2, or eight CR 1/4. Concentration, 1 hour. The CR 2 option (one strong beast) is often cleaner than swarming with low-CR options. Strong for action economy but requires managing creatures. For source-labeled summon targets, use the Monster Vault Animal Allies and Summons Guide. |
| Create Food and Water ● | Conjuration | See Divine entry. Skip in most campaigns. |
| Cynophobia (The Old Margreve) ● | Enchantment | See Arcane notes. More relevant for Primordial parties that actually travel with wolves, hounds, summoned beasts, or canid companions. |
| Daylight ● | Evocation | See Divine entry. Campaign-dependent. |
| Electrify Metal (Player's Guide 2) ● | Transmutation | See Arcane notes. Primordial casters do not always get clean anti-armor tech, so this is a real pickup when metal gear is common. |
| Fly ● | Transmutation | Cross-list with Arcane. Strong buff option for the Druid — granting a melee ally flight changes combat dramatically in open-air or vertical environments. |
| Forceful Courser (Labyrinth Worldbook) ● | Conjuration | See Divine notes. Rangers like the ranged reach and prone setup; Druids like having a no-concentration burst that does not replace Call Lightning. |
| Gaseous Form ● | Transmutation | See Arcane entry. Pure exploration utility. |
| Legion of Rabid Squirrels (The Old Margreve) ● | Conjuration | Forest-only summon that uses swarm-style pressure and can draw canid attacks. Fun, flavorful, and real action economy in the Margreve; unreliable outside forest-heavy campaigns. |
| Meld into Stone ● | Transmutation | Hide inside solid stone for up to 8 hours. Extraordinary for dungeon infiltration; irrelevant everywhere else. |
| Monstrous Empathy (The Old Margreve) ● | Enchantment | Long-duration charm for low-INT Monstrosities. Potentially encounter-breaking in the right adventure, dead text against intelligent or non-Monstrosity threats. |
| Plant Growth ● | Transmutation | Two modes: instant difficult terrain in a 100-foot radius (combat), or enhanced crop growth (downtime). The combat version is situationally strong — 7 times difficult terrain means most melee creatures are effectively rooted. |
| Protection from Energy ● | Abjuration | Cross-list. Same value as noted above. |
| Putrescent Faerie Circle (The Old Margreve) ● | Conjuration | Concentration. Creates a poisonous fungal ring with repeat necrotic damage and a nasty poison/paralysis rider when creatures cross it. CON saves and poison limits matter, but the terrain-control ceiling is high. |
| Sleet Storm ● | Conjuration | 20-foot-radius cylinder, difficult terrain and poor visibility for concentration up to 1 minute. Requires DEX saves to avoid falling prone. Creatures in the area have disadvantage on concentration saves. This is the Primordial list's crowd control answer — not as flashy as Hypnotic Pattern but it hits CON (concentration breaker) rather than WIS. |
| Speak with Plants ● | Transmutation | Utility and roleplay. Outstanding in nature-focused campaigns; an afterthought in dungeon crawls. |
| Stinger Spray (Player's Guide 2) ● | Evocation | Cone damage with stinging-insect flavor. Useful if you need a Primordial blast that is not Call Lightning, but it does not rewrite the tier. |
| Stir Fury (Labyrinth Worldbook) ● | Transmutation | Concentration touch buff that adds an extra damage die to melee attacks. Best on Rangers, Barbarians, Fighters, and any ally making repeated weapon attacks. |
| Structured Mind (Player's Guide 2) ● | Abjuration | Eight-hour psychic resistance plus advantage against charm, fear, and stun. Outstanding pre-buff in horror, Void, aberration, and enchantment-heavy campaigns. |
| Tracer (The Old Margreve) ● | Divination | See Arcane notes. Best on Rangers, who already care about ranged attacks and pursuit. Druids usually have better concentration and action plans. |
| Virulent Nightmare (Labyrinth Worldbook) ● | Enchantment | See Arcane notes. Primordial casters can use it as off-list psychic pressure, but Call Lightning and Sleet Storm are usually cleaner. |
| Veil of Waves (Player's Guide 2) ● | Conjuration | Self-only water veil with swim speed, water breathing, contact-poison immunity, and fire/cold resistance. Excellent when the adventure smells like seawater, alchemy, or a GM quietly smiling at the map. |
| Water Breathing ● | Transmutation | See Arcane entry. Situational but essential when relevant. |
| Wind Wall ● | Evocation | See Arcane entry. Niche use case. |
Wyrd List
Available to: Warlock, Witch
| Spell | School | Notes |
|---|---|---|
| Abjuring Smite (Player's Guide 2) ● | Abjuration | See Divine notes. Good for weapon-leaning Warlock or Witch builds, not a default pick for backline curse-and-control play. |
| Animal Aspect (Player's Guide 2) ● | Transmutation | Flexible utility and defense for Witch and Warlock: flight, senses, AC, venom, or movement. This is the rare Wyrd spell that says "solve the room" instead of "make the room sad." |
| Aura of Bane (Player's Guide 2) ● | Abjuration | A d4 penalty aura for enemy attacks or saves. Witch loves this beside Hex pressure; Warlock likes it if the build can survive close range. Bless gets invited to every party, Aura of Bane stands outside making the bouncer fail saves. |
| Bestow Curse ● | Necromancy | See Divine entry. Extra value for Warlocks who use short-rest Pact Magic slots — a curse applied before a short rest can be maintained through the replenishment. |
| Blood Offering (The Old Margreve) ● | Necromancy | See Divine notes. Warlocks like short-rest slots, but spending one on conditional corpse healing is still hard to justify unless the table leans into grim survival. |
| Blink ● | Transmutation | See Arcane entry. Better on Warlock since they care less about concentration — but still not a top pick. |
| Conjure Animals ● | Conjuration | Cross-list with Primordial. Unusual but available — Warlocks with familiar-adjacent builds get mileage from this. |
| Conjure Ferryman (Labyrinth Worldbook) ● | Conjuration | See Arcane notes. The Wyrd flavor is perfect for Styx, underworld, and mythic river travel, but this is a campaign spell before it is a combat spell. |
| Fear ● | Illusion | Cross-list with Arcane. Strong on Warlock — the short-rest slot refresh means spending this on control is more sustainable. |
| Forceful Courser (Labyrinth Worldbook) ● | Conjuration | No-concentration spectral charge attacks with prone setup. Strong for melee allies, though Warlock slots are always under pressure. |
| Golden Bull (Labyrinth Worldbook) ● | Abjuration | Defensive push aura. Strong for Blade, Reaper, or melee Warlocks; much less important for backline blast builds. |
| Hypnotic Pattern ● | Illusion | Cross-list with Arcane. Top-tier on Warlock — incapacitating a cluster of enemies with one spell slot that refreshes on a short rest is extraordinary value. |
| Major Image ● | Illusion | See Arcane entry. |
| Mantle of Death (Player's Guide 2) ● | Necromancy | Necrotic resistance plus extra necrotic damage on attacks and spells. Very Witch/Warlock-coded, and much less fussy than trying to make Vampiric Touch happen again. |
| Minor Maze (Labyrinth Worldbook) ● | Conjuration | INT-save pocket banishment. Excellent against big low-INT threats, less reliable against enemy casters and schemers. |
| Necrotic Pustules (Player's Guide 2) ● | Necromancy | See Arcane notes. Witch flavor is immaculate; mechanical reliability depends on enemy type and spacing. It is a disease spell with networking features, unfortunately. |
| Nondetection ● | Abjuration | See Arcane entry. |
| Pocket Portal (Player's Guide 2) ● | Conjuration | Tactical paired portals are now direct Wyrd utility. Witch can use this to reposition allies, dodge opportunity attacks, or create the world's least OSHA-compliant hallway. |
| Remove Curse ● | Abjuration | Cross-list with Divine. More surprising on a Warlock but genuinely useful — Warlocks attract curses. |
| Revivify ● | Necromancy | Cross-list with Divine. Warlocks with Revivify are a surprise safety net most parties don't expect. If you have the spell slot to spare (or a high-circle Pact slot), this is one of the best picks on the Wyrd list. |
| Sending ● | Enchantment | Cross-list. Strong operational pick. |
| Spirit Guardians ● | Conjuration | Cross-list with Divine. Warlock Spirit Guardians is a niche but powerful combination — a Warlock in melee range with Spirit Guardians active deals meaningful passive AoE damage while Eldritch Blasting. Requires staying in melee, but a Warlock with medium armor and a shield can make it work. |
| Stinking Cloud ● | Conjuration | See Arcane entry. |
| Tracer (The Old Margreve) ● | Divination | See Arcane notes. Thematically perfect for a hunter-patron Warlock, mechanically narrow unless you are tagging prey for a chase. |
| Vampiric Touch ● | Necromancy | See Arcane entry. Worse on Warlock than on War Cleric — Warlocks generally want distance, not face-to-face melee concentration. |
| Veil of Waves (Player's Guide 2) ● | Conjuration | Defensive and exploration utility with water breathing, swim speed, contact-poison immunity, and fire/cold resistance. Excellent for Witch when the environment is doing half the villain's job. |
| Venomous Smite (Player's Guide 2) ● | Evocation | Poison smite for melee Warlocks or Witches. The rider is useful, but poison damage and CON saves are unreliable at this tier. |
| Virulent Nightmare (Labyrinth Worldbook) ● | Enchantment | Psychic chain damage that fits the Wyrd list perfectly, but random jumps make it swingy. |
| Void Strike (Labyrinth Worldbook) ● | Evocation | Repeatable frightened necrotic bolt with advantage in dim light or darkness. One of the cleanest Labyrinth Worldbook adds for Warlocks. |
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Start BuildingBest Old Margreve 3rd Circle Picks
| Spell | Source List | Best For |
|---|---|---|
| Going in Circles (The Old Margreve) ● | Arcane | Wizard, ritual-heavy Bard |
| Putrescent Faerie Circle (The Old Margreve) ● | Primordial | Druid, terrain-control Ranger |
| Tracer (The Old Margreve) ● | All lists | Ranger, pursuit campaigns |
| Monstrous Empathy (The Old Margreve) ● | Primordial | Druid in monster-heavy games |
| Blood Offering (The Old Margreve) ● | Divine, Wyrd | Grim survival tables |
Best Labyrinth Worldbook 3rd Circle Picks
| Spell | Source List | Best For |
|---|---|---|
| Minor Maze (Labyrinth Worldbook) ● | Arcane, Wyrd | Low-INT threat removal |
| Pocket Portal (Labyrinth Worldbook) ● | Arcane | Tactical movement and escapes |
| Structured Mind (Labyrinth Worldbook) ● | Primordial | Psychic and horror defense |
| Forceful Courser (Labyrinth Worldbook) ● | Divine, Primordial, Wyrd | Prone setup and no-concentration burst |
| Void Strike (Labyrinth Worldbook) ● | Arcane, Wyrd | Dark-dungeon blasters |
| Star's Radiance (Labyrinth Worldbook) ● | Arcane, Divine | Anti-fear and anti-charm support |
| Stir Fury (Labyrinth Worldbook) ● | Primordial | Melee ally damage buffs |
| Conjure Ferryman (Labyrinth Worldbook) ● | Arcane, Wyrd | Water, Styx, and planar travel |
Best Player's Guide 2 3rd Circle Picks
| Spell | Source List | Best For |
|---|---|---|
| Aura of Bane (Player's Guide 2) ● | Divine, Wyrd | Cleric, Theurge, Witch debuff pressure |
| Pocket Portal (Player's Guide 2) ● | Arcane, Wyrd | Tactical movement and weird positioning |
| Animal Aspect (Player's Guide 2) ● | Primordial, Wyrd | Druid, Ranger, Witch utility |
| Electrify Metal (Player's Guide 2) ● | Arcane, Primordial | Anti-armor and anti-weapon tech |
| Mantle of Death (Player's Guide 2) ● | Wyrd | Witch and Warlock necrotic pressure |
| Veil of Waves (Player's Guide 2) ● | Primordial, Wyrd | Water, poison, fire, and cold problem days |
| Structured Mind (Player's Guide 2) ● | Primordial | Psychic, charm, fear, and stun defense |
| Necrotic Pustules (Player's Guide 2) ● | Arcane, Wyrd | Witch flavor and clustered enemy pressure |
Player's Guide 2 Rituals Worth Knowing
| Ritual | Source List | Best Use |
|---|---|---|
| Reinforcing Ward (Player's Guide 2) | Arcane | Prepping a protected space or defensive setup |
| Butterfly Spies (Player's Guide 2) | Primordial | Wilderness scouting without walking into it |
| Healing Sleep (Player's Guide 2) | Divine, Primordial | Recovery-focused parties and travel pacing |
| Curse Shuffle (Player's Guide 2) | Wyrd | Witch curse management and table shenanigans |
Top 3rd Circle Spells — Quick Reference
| Spell | Source List | Best For |
|---|---|---|
| Counterspell ● | Arcane | Arcane casters, including Theurge, vs. enemy spellcasters |
| Dispel Magic ● | Arcane, Divine | Any class needing magical removal |
| Fireball ● | Arcane | Arcane AoE damage, including Theurge |
| Haste ● | Arcane | Buffing a martial ally |
| Hypnotic Pattern ● | Arcane, Wyrd | Mass incapacitation for Arcane and Wyrd casters |
| Mass Healing Word ● | Divine | Cleric and Theurge emergency multi-target healing |
| Revivify ● | Divine, Wyrd | Combat resurrection for Divine and Wyrd casters |
| Spirit Guardians ● | Divine, Wyrd | Melee-adjacent sustained AoE for Cleric, Theurge, Warlock, Witch |
| Call Lightning ● | Primordial | Sustained outdoor combat damage |
| Aura of Bane (Player's Guide 2) ● | Divine, Wyrd | Debuff builds for Cleric, Theurge, Warlock, Witch |
| Pocket Portal (Player's Guide 2) ● | Arcane, Wyrd | Tactical movement for Theurge, Witch, Wizard |
Best 3rd Circle Picks by Class
Bard: Arcane list, with any-source options available. The absolute priority is Counterspell — Bards are often the only Arcane caster in a party, and the responsibility to counter dangerous enemy spells falls to you. After that, Hypnotic Pattern is your best control option: incapacitating a cluster of enemies while maintaining Bardic Performance and handing out Inspiration is exactly the turn a good Bard player wants. Dispel Magic rounds out a strong core. Consider Revivify via any-source if your party lacks a dedicated healer. From Labyrinth Worldbook, Minor Maze and Pocket Portal are useful utility/control adds, but they do not beat Counterspell or Hypnotic Pattern as first picks.
Cleric: The Divine list at 3rd circle is stacked. Revivify is mandatory — it belongs on every Cleric who hasn't already taken it via a lower-circle slot. Spirit Guardians is your signature damage spell and the reason melee Clerics outperform expectations. Mass Healing Word via bonus action makes you the most efficient multi-target healer in any crisis. After those three, Dispel Magic and Remove Curse are both useful maintenance picks. Labyrinth Worldbook gives Clerics Star's Radiance for WIS-save fights, Forceful Courser for no-concentration prone setup, and Golden Bull for defensive melee pressure.
Theurge: Theurge is the 3rd-circle stress test for dual-list casting. You can prepare Counterspell, Dispel Magic, Fireball, and Hypnotic Pattern from Arcane while also preparing Revivify, Spirit Guardians, and Mass Healing Word from Divine. That is not a splash; it is the core identity. From Labyrinth Worldbook, Star's Radiance and Forceful Courser are direct Divine adds, while Minor Maze is a direct Arcane add. Player's Guide 2 expands both sides: Aqueous Form, Electrify Metal, Erratic Distraction, Necrotic Pustules, and Pocket Portal come from Arcane, while Aura of Bane, Abjuring Smite, and Venomous Smite come from Divine. See the ToV Theurge Spell Guide.
Druid: Call Lightning is the Druid's headline 3rd-circle spell: 10 rounds of concentrated lightning damage outdoors scales to absurd heights, and the sustained output beats Fireball over a long fight. Sleet Storm does crowd control work the Primordial list otherwise lacks at this tier. Fly grants your heavy-hitter martial ally flight, which can end certain encounter types on its own. Conjure Animals offers action economy pressure but requires managing the summoned creatures. Labyrinth Worldbook makes Forceful Courser and Stir Fury useful melee support. Player's Guide 2 adds Animal Aspect, Structured Mind, Veil of Waves, and Electrify Metal as strong utility/defense picks.
Paladin: The Paladin reaches 3rd-circle slots at 9th level, so every pick is a considered investment. Revivify belongs on every Paladin — you're a frontline melee class who will be near downed allies, and casting Revivify is often faster than the Cleric reaching them. Dispel Magic handles the magical threats Paladins are built to face. Spirit Guardians turns any Paladin into a melee damage machine — 15 feet of consistent radiant damage while you attack makes every round dense with output. Labyrinth Worldbook adds Forceful Courser and Golden Bull as good frontline tools. Player's Guide 2 adds Aura of Bane, Abjuring Smite, and Venomous Smite; Aura of Bane is the best of the three unless your build is all-in on weapon riders.
Ranger: The Ranger gets very few 3rd-circle slots and doesn't access them until 9th level. Call Lightning is your top offensive pick if your campaign features open battles. Conjure Animals expands your action economy substantially. Protection from Energy is a defensive preparation pick that can swing an encounter against elemental threats. From Labyrinth Worldbook, Stir Fury is the most Ranger-shaped damage buff, and Forceful Courser gives you a clean no-concentration opener. Player's Guide 2 gives Rangers Animal Aspect, Veil of Waves, Electrify Metal, and Stinger Spray; Animal Aspect is the one most likely to see play every session.
Sorcerer: Sorcerer has fewer spells known than Wizard, so each pick matters more. Fireball is expected. Counterspell is mandatory. From there, Haste on a martial ally or Hypnotic Pattern for control — don't double up on damage when control is available. Slow is the Sorcerer-exclusive standout at this tier: six targets, WIS save, massive action denial. Twinned Fireball or Twinned Haste via Metamagic turns already-strong spells into encounter-defining plays. Labyrinth Worldbook gives Sorcerers Minor Maze and Void Strike, while Player's Guide 2 gives Pocket Portal, Electrify Metal, and Necrotic Pustules as the most distinctive tactical picks.
Warlock: The Warlock's short-rest Pact Magic slots mean spending a 3rd-circle slot feels less costly than for other classes. Hypnotic Pattern is the top pick — it refreshes on short rests and incapacitates entire encounter groups. Fear is a reliable backup for when Hypnotic Pattern is overkill. If you're comfortable in melee, Spirit Guardians paired with Eldritch Blast creates an unusual but effective hybrid damage floor. Labyrinth Worldbook is kind to Warlocks: Void Strike, Minor Maze, Forceful Courser, and Golden Bull all fit different Wyrd builds. Player's Guide 2 adds Aura of Bane, Mantle of Death, Pocket Portal, Veil of Waves, and Necrotic Pustules for more curse, movement, and necrotic identity.
Witch: The Witch is a full Wyrd caster, so Hypnotic Pattern, Fear, Revivify, and Spirit Guardians are direct options. The class should lean into the spells that exploit Hex pressure: failed WIS saves on Hypnotic Pattern and Fear matter more when the target is already softened. Labyrinth Worldbook adds Void Strike, Minor Maze, Forceful Courser, and Golden Bull as Witch options when the campaign wants Void pressure or strange control. Player's Guide 2 is the real Witch glow-up here: Aura of Bane, Animal Aspect, Mantle of Death, Necrotic Pustules, Pocket Portal, and Veil of Waves all feel like Wyrd spells instead of borrowed leftovers.
Wizard: The Wizard has the broadest Arcane access and can prepare from the full list. Counterspell and Dispel Magic are non-negotiable — they're why parties bring a Wizard. Fireball for nova damage. Haste for the Fighter. Hypnotic Pattern for control. After those four, your remaining picks should fill campaign-specific gaps: Fly if verticality matters, Nondetection if divination-heavy antagonists are in play, Slow against boss encounters where action economy is critical. From Labyrinth Worldbook, Minor Maze, Star's Radiance, and Conjure Ferryman are the Wizard adds worth copying into the book. Player's Guide 2 adds Pocket Portal, Electrify Metal, Aqueous Form, and Necrotic Pustules as flexible prep-day answers.
Synergies & Combos
Haste + Action Surge (Fighter): A Fighter under Haste gets an extra action every round. On the turn they activate Action Surge, they make four weapon attacks (two from Multiattack, one from Haste's extra action, one from Action Surge) — plus a bonus action attack if using certain builds. This is one of the most burst-damage turns available in ToV, and it costs one 3rd-circle concentration slot.
Spirit Guardians + Sentinel Feat: A Cleric with Spirit Guardians active and the Sentinel talent punishes every creature that tries to leave the 15-foot aura: Spirit Guardians deals 3d8 on entry and start-of-turn, and Sentinel prevents them from retreating after triggering. Enemies are stuck taking ongoing radiant damage until they're dead or the Cleric goes down.
Hypnotic Pattern + Coup de Grace: When Hypnotic Pattern incapacitates a cluster of enemies, attack rolls against incapacitated targets are made with advantage, and hits within 5 feet are automatic critical hits. A rogue with Sneak Attack who runs in and crits on a Pattern-locked target turns a control spell into a nova-execution round.
Sleet Storm + Concentration-Targeting: Sleet Storm forces CON saves when creatures try to maintain concentration. Any enemy caster who enters or starts their turn in the storm risks losing their own concentration spells. Stacking Sleet Storm with targeted aggression on the enemy spellcaster is one of the cleanest ways to remove magical threats from a fight.
Going in Circles (The Old Margreve) + Tiny Hut Going in Circles turns the surrounding natural terrain into a navigational mess; Tiny Hut gives the party a protected rest site inside that confusion. In wilderness campaigns, this is how the Wizard changes a dangerous rest into a prepared defensive position.
Putrescent Faerie Circle (The Old Margreve) + Forced Movement The circle punishes creatures that cross it with poison damage and a possible poison/paralysis rider. Pair it with pushes, pulls, grapples, Gust of Wind, or chokepoint positioning and it becomes more than passive terrain: it becomes a hazard the party can actively exploit.
Tracer (The Old Margreve) + Ranger Ambush Tracer is awkward if the caster has to fire the ammunition personally. It gets much better when the party's ranged specialist can land the tagged shot, then let the group disengage and follow the beacon across the map.
Pocket Portal (Labyrinth Worldbook) + Melee Repositioning Pocket Portal is at its best when the party plays the map precisely. Use it to move a melee ally across a gap, bypass opportunity attacks, or flip the angle of a chokepoint without spending the whole turn on movement.
Forceful Courser (Labyrinth Worldbook) + Melee Focus Fire Forceful Courser does not demand concentration and can knock targets prone. If the party has melee attackers ready to follow up before the target stands, the spell becomes setup damage instead of just force damage.
Structured Mind (Labyrinth Worldbook) + Horror Dungeon Prep Structured Mind lasts 8 hours and covers psychic resistance plus advantage against charmed, frightened, and stunned. Cast it before the aberration wing, haunted maze, or Void shrine, not after the first failed save.
Aura of Bane (Player's Guide 2) + Save Pressure Aura of Bane makes chosen enemies worse at attacks or saves. Witch, Theurge, Cleric, and Warlock all like pairing it with follow-up control: Hypnotic Pattern, Fear, Bestow Curse, or any ally's save-or-suffer spell becomes more reliable when the target is already being politely sabotaged.
Pocket Portal (Player's Guide 2) + Melee Repositioning Pocket Portal now matters for both Arcane and Wyrd casters. Drop the portals where your melee ally can step through without eating opportunity attacks, or use them to reset a chokepoint after the monster spends a whole turn walking over. Tiny doorway, large disrespect.
Hot Takes
Hot Take: Counterspell is better than Fireball and it isn't close. Everyone remembers their best Fireball moment. Nobody talks about the TPK that Counterspell prevented. A 20-point Fireball is memorable. Stopping the enemy Wizard from landing a Hold on your melee team before a boss fight is the spell that kept the session running. You can always deal damage. You cannot always stop a game-ending spell in the same moment. Counterspell goes on every Arcane caster, first.
Hot Take: Call Lightning beats Fireball in most real encounters, and Druid players don't say this enough. Fireball fires once. Call Lightning fires every round for 10 rounds. In a fight that runs 5 rounds — which is most fights — Call Lightning deals more total damage, applies to a refreshable point each round so you can track moving targets, and gets stronger in outdoor weather. The only reason Fireball gets the crown is that it fires instantly and requires no concentration upkeep. Call Lightning is the patient pick for patient players.
Hot Take: Hypnotic Pattern is the most powerful 3rd-circle spell when your party has any melee presence — but players waste it constantly. The mistake is casting it into the melee. You cast Hypnotic Pattern on the back line, on the cluster of archers or casters that your Fighter can't reach. Then your Fighter walks over and coup de graces everything while your Bard concentrates. The spell doesn't end until a creature takes damage or someone shakes them — which means you can choose the order of execution. That's not crowd control. That's a controlled shutdown.
Hot Take: Going in Circles (The Old Margreve) is the most Wizard-coded spell in the Old Margreve 3rd-circle batch because it is bad in a white-room combat ranking and excellent in an actual wilderness campaign. A 1-mile cube of route confusion for 24 hours is not a damage number. It is an ambush, a retreat screen, a settlement defense tool, and a way to make pursuit cost the enemy time.
Hot Take: Putrescent Faerie Circle (The Old Margreve) is the spell most likely to be underrated because it looks like another terrain zone. The paralysis rider is the point. If your party can force enemies through the ring, even one failed CON save can swing the fight harder than another round of generic damage.
Hot Take: Minor Maze (Labyrinth Worldbook) is the Labyrinth 3rd-circle spell most likely to embarrass the wrong monster. INT saves and INT checks punish big brutes in a way Fireball never will.
Hot Take: Pocket Portal (Labyrinth Worldbook) is better at tables that care about exact positioning. If your group handwaves movement, it becomes cute. If you use maps, it is a tactical doorway.
Hot Take: Void Strike (Labyrinth Worldbook) is a Wyrd spell wearing Arcane clothes. Repeatable fear plus advantage in darkness fits Witch and Warlock encounter rhythm better than Wizard preparation habits.
Hot Take: Aura of Bane (Player's Guide 2) is what happens when Bless stops being encouraging and starts being petty. The effect is strong, but the aura is short. If your Witch or Theurge cannot survive close to danger, this is not a strategy; it is a dramatic goodbye.
Hot Take: Necrotic Pustules (Player's Guide 2) is disgusting, situational, and extremely Witch-shaped. It will whiff into Constructs and Undead, then win one crowded cult fight so hard that everyone at the table remembers it forever. Gross magic gets a performance review too.
Final Notes
At 3rd circle, preparation works best when every spell owns a job. Keep a damage or control spell for a recurring kind of fight, then reserve another choice for the travel, hazard, recovery, or social problem your campaign actually presents.
Cross-list access can matter more than a blanket ranking. When a feature gives you another source, compare the spell's role, casting time, and concentration cost with your usual options before assuming the familiar class choice is best.
The Old Margreve additions earn a place when pursuit and dangerous terrain are part of the campaign. Tracer is most useful when a quarry matters; Going in Circles and Putrescent Faerie Circle are terrain tools rather than replacements for direct damage.
Labyrinth Worldbook provides tactical sidegrades for campaigns with strange dungeons, crossings, hostile magic, and difficult positioning. Minor Maze, Pocket Portal, Structured Mind, Forceful Courser, Void Strike, and Conjure Ferryman each become more valuable when those situations recur.
Player's Guide 2 gives Witch more Wyrd-native debuffs and death magic, while Theurge gains further ways to turn Arcane and Divine access into a flexible toolkit. Plan from the situations you expect to face, then select 3rd-circle spells that support that plan.
Explore more Tales of the Valiant spell guides:
- Bard Spells
- Cleric Spells
- Druid Spells
- Paladin Spells
- Ranger Spells
- Sorcerer Spells
- Theurge Spells
- Warlock Spells
- Witch Spells
- Wizard Spells
For the class and circle index, return to the Tales of the Valiant Spell Guides.
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