Zero level spells


Rules Questions


How do these work? I heard they are unlimited but each caster has a set number of 0 level spells for each level.

Thanks in advance.


Very simple, but a little confusing when you're new to the mechanic.

For spontaneous casters (like Sorcerers), the set number of 0 level spells is how many that character knows. If the number is 4, that character knows 4 different zero level spells, and he can cast each of them as many times per day as he wishes.

For prepared casters (like Wizards), the set number is how many level 0 spells the character can prepare each day. She may know every level 0 spell in print, but she can only have the pre set # fresh in her mind for the day. Again lets say it's 4. She prepares 4 different zero level spells, and she can cast each of those as many times as she chooses that day. On the next day, she could prepare 4 entirely new level zeroes, and then cast those as much as she wanted. You only get to cast what you prepare though.

At higher levels, the spontaneous caster will know maybe 6 to 10ish level zero spells, and have access to all of them. The prepared caster may know 40 or more level zeros, but will still only be able to prepare 4 or 5 a day.


Ok, I figured that's how it worked but was confirming.

Thanks


There are a few more points:
Generally the beginner's spellbook has ALL of the zero level spells (cantrips) so see Archive of Nethys.
A caster can only have one spell active/ongoing that requires concentration and his movement rate drops if avoiding penalties. There are ways around this to get two but mainly magic items are used.
A caster can only use those memorized or known BUT can use others from scrolls, wands, etc. The spell list defines the set usable by class. Specialists suffer some penalties.

for pricing use 1/2 (not 0).


Azothath wrote:

There are a few more points:

Generally the beginner's spellbook has ALL of the zero level spells (cantrips) so see Archive of Nethys.
A caster can only have one spell active/ongoing that requires concentration and his movement rate drops if avoiding penalties. There are ways around this to get two but mainly magic items are used.
A caster can only use those memorized or known BUT can use others from scrolls, wands, etc. The spell list defines the set usable by class. Specialists suffer some penalties.

for pricing use 1/2 (not 0).

Slight addition: if you're a specialist, you don't start with the 0-level spells of your opposed schools.

Amusing when the wizard opposes divination (and, in fact, has utterly hostile reactions ranging from childish nausea to blasphemy and murder) but then tries to roll Spellcraft to ID magic items, based on detect magic spells he refuses to be able to cast.

Funny enough, he accepts the irony of having Speak with Animals in his spellbook (a boon he absolutely could not live without.)


I think detect magic and read magic should be on the universal spell list. They strike me as spells that every wizard should have access to. Even specialists.


Wizard
... A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

so yes, but easily obtainable from any NPC spellcaster. So for 7.5GP(5 scribe +2.5 access), a d20 roll and 30min the spell can be yours (CRB 163). The important thing is that they are still on his class list.

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since I'm here, go and check out The cheap & effective Magic Item List

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