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Zero level spells are small, useful tricks that every magic user knows from first level on, and can perform at-will. The number of usages is limited to one per level, i.e. a 3rd level Divine Spellcaster can use 3 zero level spells per day.

Quick Spell List (click to jump to spell)

Bleed

ClassesCleric,Wizard
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affectedone living creature
LevelingNo

Description

Inflicts 1 point of damage to a living creature that is below 0 hit points but stabilized and resume dying

Bless

ClassesCleric
LevelCantrip
ComponentsHoly Water – 1gp
Casting Time1 Round
Durationd6 Rounds
Area AffectedUp to 30 feet
LevelingNo

Description

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their “to hit” dice rolls by +1. A blessing, however, will affect only those not already engaged in melee combat. The caster determines at what range (up to 6″) he or she will cast the spell, and it then affects all creatures in on area 5″ square centered on the point the spell was cast upon. In addition to the verbal and somatic gesture components, the Bless requires holy water, while the Curse requires the sprinkling of specially polluted water.

Reverse Effect

This spell can be reversed by the cleric to a curse upon enemies which lowers morale and “to hit” by -1.

Daze

ClassesWizard
LevelCantrip
Componentsa pinch of wool or similar substance
Casting Time1 Round
Duration1 Round
Area AffectedOne humanoid creature of 4 HD or less
LevelingNo

Description

Humanoid creature of 2 HD or less loses next attack.

Detect Magic

ClassesWizard, Cleric, Druid
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area AffectedCone-shaped emanation
LevelingNo

Description

Detects spells and magic items within 60 ft.

Detect Poison

ClassesDruid
LevelCantrip
ComponentsNone
Casting TimeInstantaneous
Duration1 Day
Area Affected
LevelingNo

Description

Upon casting this spell the caster can determine if a liquid or food is poisoned

Ghost Sound

ClassesWizard
LevelCantrip
Componentsa bit of wool or a small lump of wax
Casting Time1 Round
Duration1 Round
Area AffectedClose (25 ft. + 5 ft./2 levels)
LevelingYes

Description

Figment sounds

Guidance

ClassesCleric,Druid
LevelCantrip
ComponentsNone
Casting Time1 Round
Duration1 Day
Area Affectedtouch
LevelingNo

Description

+1 on their next dice roll.

Heal Wound

ClassesCleric
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affectedtouch
LevelingNo

Description

Heal one wound or stabilize a character at zero hit points

Inflict Wound

ClassesCleric
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affectedtouch
LevelingNo

Description

Touch attack, 1 point of damage.

Know Direction

ClassesDruid
LevelCantrip
ComponentsNone
Casting TimeInstantaneous
Duration1 Day
Area Affected
LevelingNo

Description

You instantly know the direction of north from your current position.

Mage Hand

ClassesWizard
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area AffectedClose (25 ft. + 5 ft./2 levels)
LevelingNo

Description

5-pound telekinesis.

Mending

ClassesWizard, Cleric, Druid
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affected30 Feet
LevelingNo

Description

This spell repairs small breaks or tears in an object. It can weld together broken metallic objects, such as a chain link or a broken dagger, rejoin a broken bottle, and repair holes in leather or cloth, for example. The spell does not repair magic items in any way that would restore or affect their magical qualities.

Message

ClassesWizard
LevelCantrip
Componentsa piece of copper wire
Casting Time1 Round
DurationInstantaneous
Area AffectedMedium (100 ft. + 10 ft./level)
LevelingNo

Description

Whispered conversation at distance of 60 ft

Purify Food and Drink

ClassesCleric
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affected1 cu. ft./level of contaminated food and water
LevelingNo

Description

Purifies 1 cu. ft./level of food or water.

Ray of Frost

ClassesWizard
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affectedclose (25 ft. + 5 ft./2 levels)
LevelingNo

Description

A ray of freezing air and ice projects from your pointing finger. A successful attack deals 1d3 points of damage.

Sacred Flame

ClassesCleric
LevelCantrip
Componentsa drop of sweat
Casting Time1 Round
DurationInstantaneous
Area Affected50 feet
LevelingNo

Description

create a small flame, useful for lighting torches or candles

Spark

ClassesDruid
LevelCantrip
ComponentsNone
Casting TimeInstantaneous
Duration1 Day
Area Affected
LevelingNo

Description

Create a small spark to ignite flammable objects

Virtue

ClassesCleric, Druid
LevelCantrip
ComponentsNone
Casting Time1 Round
DurationInstantaneous
Area Affectedtouch
LevelingNo

Description

Subject gains 1 temporary hp.

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This Post Has 8 Comments

  1. Marcelo Moreira

    Question: You say that they are “perform at-will” spells but also that “The number of usages is limited to one per level”. How is that? As usually on D&D and Pathfinder the 0-level spells (or cantrips) are really at will and have no maximum casts per level, I had my players cast them for free with no problem.

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      AJ from Cresthaven RPG

      I’ve found giving magic users unlimited use of zero level spells to be too powerful. If you want super power RPGing I think a 5th edition of another game would work better for you.

      1. Artturi Laitakari

        I recommend 1 usage of zero level spell per encounter. Magic user gets his zero level spells back after a short rest.

        1. Avatar photo
          AJ from Cresthaven RPG

          No. Zero level spells are quick tricks a spell caster can use any time. This helps to offset just how weak a spell caster is at lower levels.

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            AJ from Cresthaven RPG

            To clarify, they must have the spell in their spell book to use it.

  2. True..and no disparagement was intended: I just didn’t really see a whole lot of use for it.
    That said, I REALLY like what you have done with Simple D&D: it truly is “simple”, yet not “simplistic”, and really cuts D & D down to its core mechanics in an elegant way. Kudos!

  3. When would one really use “Bleed”? It seems its opportunity for use would be rather rare – if you’ve knocked a foe out and want to kill them, whack them in the head and finish the job rather than waste a spell, even if it is a cantrip. Why not simply make it a ranged damage spell, and up the cure/damage from Cure/Inflict Minor Wounds to 1d3?

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      AJ from Cresthaven RPG

      It’s a multiuse 0 level spell and can be used as often as you need. Be more creative in your approach will make it more effective

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