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
- Bless
- Daze
- Detect Magic
- Detect Poison
- Ghost Sound
- Guidance
- Heal Wound
- Inflict Wound
- Know Direction
- Mage Hand
- Mending
- Message
- Purify Food and Drink
- Ray of Frost
- Sacred Flame
- Spark
- Virtue
Bleed
Classes | Cleric,Wizard |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | one living creature |
Leveling | No |
Description
Inflicts 1 point of damage to a living creature that is below 0 hit points but stabilized and resume dying
Bless
Classes | Cleric |
Level | Cantrip |
Components | Holy Water – 1gp |
Casting Time | 1 Round |
Duration | d6 Rounds |
Area Affected | Up to 30 feet |
Leveling | No |
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
Classes | Wizard |
Level | Cantrip |
Components | a pinch of wool or similar substance |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | One humanoid creature of 4 HD or less |
Leveling | No |
Description
Humanoid creature of 2 HD or less loses next attack.
Detect Magic
Classes | Wizard, Cleric, Druid |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Cone-shaped emanation |
Leveling | No |
Description
Detects spells and magic items within 60 ft.
Detect Poison
Classes | Druid |
Level | Cantrip |
Components | None |
Casting Time | Instantaneous |
Duration | 1 Day |
Area Affected | |
Leveling | No |
Description
Upon casting this spell the caster can determine if a liquid or food is poisoned
Ghost Sound
Classes | Wizard |
Level | Cantrip |
Components | a bit of wool or a small lump of wax |
Casting Time | 1 Round |
Duration | 1 Round |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | Yes |
Description
Figment sounds
Guidance
Classes | Cleric,Druid |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | 1 Day |
Area Affected | touch |
Leveling | No |
Description
+1 on their next dice roll.
Heal Wound
Classes | Cleric |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | touch |
Leveling | No |
Description
Heal one wound or stabilize a character at zero hit points
Inflict Wound
Classes | Cleric |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | touch |
Leveling | No |
Description
Touch attack, 1 point of damage.
Know Direction
Classes | Druid |
Level | Cantrip |
Components | None |
Casting Time | Instantaneous |
Duration | 1 Day |
Area Affected | |
Leveling | No |
Description
You instantly know the direction of north from your current position.
Mage Hand
Classes | Wizard |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
5-pound telekinesis.
Mending
Classes | Wizard, Cleric, Druid |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | 30 Feet |
Leveling | No |
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
Classes | Wizard |
Level | Cantrip |
Components | a piece of copper wire |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | Medium (100 ft. + 10 ft./level) |
Leveling | No |
Description
Whispered conversation at distance of 60 ft
Purify Food and Drink
Classes | Cleric |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | 1 cu. ft./level of contaminated food and water |
Leveling | No |
Description
Purifies 1 cu. ft./level of food or water.
Ray of Frost
Classes | Wizard |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | close (25 ft. + 5 ft./2 levels) |
Leveling | No |
Description
A ray of freezing air and ice projects from your pointing finger. A successful attack deals 1d3 points of damage.
Sacred Flame
Classes | Cleric |
Level | Cantrip |
Components | a drop of sweat |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | 50 feet |
Leveling | No |
Description
create a small flame, useful for lighting torches or candles
Spark
Classes | Druid |
Level | Cantrip |
Components | None |
Casting Time | Instantaneous |
Duration | 1 Day |
Area Affected | |
Leveling | No |
Description
Create a small spark to ignite flammable objects
Virtue
Classes | Cleric, Druid |
Level | Cantrip |
Components | None |
Casting Time | 1 Round |
Duration | Instantaneous |
Area Affected | touch |
Leveling | No |
Description
Subject gains 1 temporary hp.
This Post Has 8 Comments
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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.
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.
I recommend 1 usage of zero level spell per encounter. Magic user gets his zero level spells back after a short rest.
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.
To clarify, they must have the spell in their spell book to use it.
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!
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?
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