0 Level Spells - No Attribute Mod?


Rules Questions


Orisons, cantrips and the like - dont recieve bonus spells due to high attribute scores?


Nope


They are usually the spells that most casters get the most of, they are often fairly front loaded (most prepared casters seem to get their daily limit of level 0 spells by level 2), and there is a feat for spontaneous casters to get 2 more of them as spells known.

Plus, while useful, especially with their infinite use, they are still level 0 spells. Most people grab the useful ones (detect magic, read magic, etc) at level 1 and forget the rest.


The infinite reuse pretty much makes up for that. Without that, I usually house-ruled that you got your whole attribute modifier in bonus 0-level castings.


Fortunately there really aren't that many of them that remain indispensable at higher levels. Detect Magic, maybe Read Magic and Light.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Mage hand, prestidigitation, and (for bards/inquisitors) sift also remain fairly useful at pretty much all levels. Spark eliminates the need for flint and steel or tindertwigs (which can be useful in certain circumstances, even at high levels); especially when you want to start a controlled fire.

On the divine side, create water, know direction (druids), purify food and drink, and stabilize tend to be useful at all levels, as well.


I was going to argue against Stabilize, but them I noticed it was a range spell.

The Exchange

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Guidance has become very, very, very popular since it went from "once a day" to "whenever I have a spare 6 seconds."


If you are a race with light blindness/sensitivity, Penumbra is the boss at all levels of play.

Shadow Lodge

create water, detect magic, and daze(low)/flare(high) are the best cantrips as far as I am concerned. Why? because detect magic is obvious, and create water, in addition to an endless supply of free water, gives you a great counterspell (ready to cast before if they begin to cast). This tactic is more effective with flare (-1 to any attack made by the spell) and is great with daze (lose action, or lose spell).


How on earth can Create Water counter anything except Create Water? Even dumping water on their head won't work; it creates a Downpour, which doesn't force concentration.

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