Zero Level Spells

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.

  • Bleed: Inflicts 1 point of damage to a living creature that is below 0 hit points but stabilized and resume dying
  • Create Water: Creates 2 gallons/level of pure water.
  • Cure Minor Wounds: Cures 1 point of damage.
  • Daze: Humanoid creature of 2 HD or less loses next attack.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Flame: create a small flame, useful for lighting torches or candles
  • Ghost Sound: Figment sounds.
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Inflict Minor Wounds: Touch attack, 1 point of damage.
  • Mage Hand: 5-pound telekinesis.
  • Message: Whispered conversation at distance of 60 ft.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Frost Finger: A ray of freezing air and ice projects from your pointing finger. A successful attack deals 1d3 points of damage.
  • Virtue: Subject gains 1 temporary hp.

3 thoughts on “Zero Level Spells

  1. 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?


  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!

    Liked by 1 person

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