The spells listed below are the first level magic-user spells from the Lamentations of the Flame Princess core rule book but they have been reworked, and modified. Let me know what you think of them. The original LotFP spell names are listed in parentheses after the new spell names that I have provided.
*Updated on July 20th 2021*
First Level Elf and Magic-User Spells
1. Arachnid Sacrifice (Spider Climb)
2. Arcane Vivisection (Magic Missile)
3. Bind with Corpse Hair (Mending)
4. Breath of a Slain God (Light)
5. Caress of Chaos (Detect Magic)
6. Coagulated Wings (Feather Fall)
7. Devouring the Walls of Self (Charm Person)
8. Directed Hallucination (Magic Aura)
*Dispromulgate the Orderly Mind (*Read Magic)
9. Drink Knowledge from the Damned (Identify)
10. Emaciated Floating Corpse (Floating Disc)
11. Guttural Ear Worms* (Comprehend Languages*)
12. Infernal Hands (Hold Portal)
13. Restless Spirit Servant (Unseen Servant)
14. Screaming Libris (Bookspeak)
15. Shatter the Seals of Order (Summon)
16. Spirit Scapegoat (Shield)
17. Torn Flesh & Expanded Bone* (Enlarge*)
18. Unconscious Nightmares (Sleep)
19. Undulating Corpusant Skin (Faerie Fire)
20. Voices of the Mind (Message)
Arachnid Sacrifice (Spider Climb)
Magic-User Level 1
Duration: 1 Round +1 Round/level
Range: Touch
Optional Requirement: Devour a living spider.
The subject can climb and travel on vertical surfaces or even traverse ceilings as a spider does. The affected creature must have its hands and feet free to climb in this manner. Any objects weighing less than 5 pounds cling to the spell recipient’s hands and feet. This spell can be used on another being (touch required) with no saving throw.Arcane Vivisection (Magic Missile)
Magic-User Level 1
Duration: Instantaneous
Range: 60'+10'/level
Optional Requirement: Hold a dagger in your off-hand that has killed a living creature.
A blade of magical energy shoots forth from the caster’s fingertip and wickedly slashes the flesh of its victim, dealing damage equal to 1d4 per level of the caster (so a second level Magic-User deals 2d4 points of damage). The sharp blade strikes unerringly, even if the target is in mêlée combat or has less than total cover or total concealment. Specific parts of a creature cannot be singled out.
The caster can throw the full force of the blade at a single target, but if the caster is 2nd level or higher, he can choose to divide the dice of damage between targets as he wishes (creating multiple blades). Dice must be assigned to targets before any damage is rolled, and targets of these divided dice are allowed a saving throw versus Magic, with success meaning that the target takes half damage. Each Magic-User’s magical blade is unique in appearance and always looks the same.
Bind with Corpse Hair (Mending)
Magic-User Level 1
Duration: Instantaneous
Range: 60'
Optional Requirement: Caster must be wearing a necklace or bracelet made from corpse hair.
This spell repairs small breaks or tears in objects by summoning corpse hair from the nearest cemetery. It will "fix" broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined to be almost as strong as new. A hole in a leather sack or a wine-skin is completely filled with corpse hair. The spell cannot repair magic items, nor does it affect creatures.
Breath of a Slain God (Light)
Magic-User Level 1
Duration: 3 Turns/caster level
Range: 0
Optional Requirement: Hold a stolen relic or object from a church or temple.
This spell illuminates the breath of the caster and creates a light source equivalent to that of a torch. The caster has no control over the light, but can end the spell if he so wishes. If cast on a person who does not wish to be the target of the spell, that person is allowed a saving throw versus Magic; success means that the spell fizzles.
The light caused by the spell emits no heat, nor can it be extinguished by water or high winds.
The reverse of this spell causes the breath of the caster to emit magical darkness; even creatures able to see in the dark are blind near the caster.
CARESS OF CHAOS (DETECT MAGIC)
Magic-User Level 1
Duration: Instantaneous
Range: 30' radius
Optional Requirement: Drawing a magic circle in chalk and spilling blood upon it.
This spell allows the caster to feel if anything within a 30' radius (or on his person) is in any way magical. Their skin crawls, tingles, or feels like some being from beyond the confines of the world is running their finger across their skin. They have a rough guess as to where the sources of these magical emanations are coming from to a 5' square area. This includes magical creatures, magical items, or any creature or object under the effect of an ongoing spell. Spellcasters such as Magic-Users and Elves do not detect as magic with this spell, but anyone that is under the effects of an active spell does. The spell does not identify the nature of the magic, only that magic is present.
COAGULATED WINGS (FEATHER FALL)
Magic-User Level 1
Duration: See Below
Range: 10' / level
Optional Requirement: Caster has to bite his own tongue and then spit blood in the air above them.
The affected creatures grow magical wings made from crusty blood and fall slowly. This spell instantly changes the rate at which the targets fall to about 5' per Round, and the subjects take no damage upon landing while the spell is in effect. The spell ends in 1 day or when the caster reaches somewhere to land whichever cones first.
The spell can affect one or more creatures, including gear and carried objects up to each creature’s maximum encumbrance. The maximum weight of 200 pounds + 200 pounds per level can be affected, such that a 1st level Magic-User can affect 400 pounds.
The spell can be cast to save the caster or another creature if he unexpectedly falls, but Initiative, if appropriate, must be on the side of the caster. The spell can be cast on creatures but is ineffective against creatures firmly on the ground or flying. No saving throw is permitted.
Directed Hallucination (Magic Aura)
Magic-User Level 1
Duration: Permanent
Range: Touch
Optional Requirement: Hold a part of a magical creature in your hand.
This spell weaves false strands of Chaos around an object, giving the item an aura that causes it to register as a magical item to Detect spells (and spells with similar capabilities). If the object bearing this enchantment is physically examined (touched), the examiner recognizes that the aura is false if he succeeds in a saving throw versus Magic. Otherwise, he believes the aura, but no amount of testing reveals what the true magic is.
The reverse of this spell, cast on a legitimate magical item, bends mundane reality around the object, hiding its true magical nature. A Magic-User casting Detect Magic spells and actually handling the item is permitted a saving throw versus Magic to see the magical aura of the item.
*Dispromulgate the Orderly Mind (*Read Magic)
Magic-User Level 1
Duration: Instantaneous
Range: 0
Optional Requirement: Walk without rhythm in a circle.
By means of this spell, the caster can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This does not normally invoke the magic contained in the writing, although it can do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, he thereafter is able to read that particular writing without needing to cast this spell again. All spellbooks are written such that only the Elf or Magic-User who owns the book can decipher it without the use of this spell. Each casting of the spell allows the reading of 1d4 items.
If a character loses access to this spell (a spellbook is stolen or destroyed, for instance), the character must research the spell as if it was unknown to him and then written up in a new spellbook.
DEVOURING THE WALLS OF SELF (CHARM PERSON)
Magic-User Level 1
Duration: See Below
Range: 120'
Optional Requirement: Devouring a few strands of hair, drinking blood, or eating flesh of the spell's target. When the spell ends the caster will vomit out what was ingested.
This spell makes a single subject utterly enamored with the caster and desperate to
please him if the saving throw versus Magic is failed. This is not mind control, as the subject retains his personality and controls how he acts but for his utter fascination with the caster. The caster must articulate his desires if he expects the subject to fulfill them.
Any request which is not against the subject’s interests or personality will be followed. Any request which is against the subject’s interests or personality triggers a saving throw to refuse the request. If the saving throw is successful, the request will be refused, but this will not break the spell. If as part of a request, the caster promises the subject something that the subject is normally inclined to want, then this saving throw is not necessary, and the subject will comply.
This spell works on all humans and human-like creatures (except Elves); other (non player character class) humanoids are not affected if they have more than four Hit Dice. Abuse or neglect of the subject will trigger another saving throw to negate the Charm, and murderous violence towards the subject also triggers a save, but with a +5 bonus to the roll. The subject, if intelligent, will realize that he has been victim to mesmerism, and retain full memory of his actions while under the spell after the spell ends.
DRINK KNOWLEDGE FROM THE DAMNED (IDENTIFY)
Magic-User Level 1
Duration: Instantaneous
Range: Touch
Optional Requirement: Drinking an alcoholic herbal mixture from a skull dug up from a cemetery.
This spell allows the Magic-User to discern the magical properties of an item. The spell requires one uninterrupted day meditating in a cemetery to cast. At the end of the day, the Magic-User will have successfully determined one magical property of an item. The character will not know if there are additional properties unless he casts Identify again and another magical property of the item is determined. He will only know all of the magical properties of an item when he casts the spell and no new property is identified; both the “wasted” day and the “wasted” casting of Identify confirming that the item has no further properties. Note that a cursed item will not be identified as cursed, but as the item it pretends to be. This spell does not reveal command words.
EMACIATED FLOATING CORPSE (FLOATING DISK)
Magic-User Level 1
Duration: 6 Turns
Range: 20'
Optional Requirement: A bone from a cemetery grave that needs to be broken/destroyed.
The caster summons the decrepit body of a corpse that has died within a number of years equal to the caster's level. The corpse floats and follows the magic-user about and carries a heavy load for him. The corpse can lie flat or use its limbs to hold things. It can hold 500 pounds. The corpse floats approximately 3 feet above the ground at all times. It floats along within spell range and will accompany the caster with an equal movement rate. If not otherwise directed, it maintains a constant interval of 6' between itself and the caster, and will follow the caster without prompting to maintain a minimum of 6' distance. When the corpse winks out at the end of the spell’s duration, whatever it was supporting or holding falls to the surface beneath it.
GUTTURAL EAR WORMS* (COMPREHEND LANGUAGES*)
Magic-User Level 1
Duration: 1 Turn/level
Range: 0
Optional Requirement: Devour a regular earth worm covered in blood.
The caster can understand the spoken words of creatures or read otherwise incomprehensible written messages by summoning extraplanar worms directly into his ear canals to translate for him. The creature or the writing must be touched by the caster before the worms can deliver any translation. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster to understand or read an unknown language, not write it. It is up to the referee if the player character can repeat the words uttered in his ear correctly or not.
Rupture Guttural Ear Worms, the opposite of this spell, dispels the effects of Guttural Ear Worms, or can be used to make spoken or written language incomprehensible.
INFERNAL HANDS (HOLD PORTAL)
Magic-User Level 1
Duration: 2d6 Turns
Range: 10'
Optional Requirement: Break a finger on a recently severed hand.
This spell summons extraplanar hands from some Hellish plane of existence to magically hold shut a door, gate, window, or shutter of wood, metal, or stone. The hands affect the portal just as if it were securely closed and normally locked. A Knock spell or a successful Dispel Magic spell can negate this spell.
Restless Spirit Servant (Unseen Servant)
Magic-User Level 1
Duration: 6 Turns +1 Turn/level
Range: 0
Optional Requirement: Call upon the full name of a person whom you have killed.
An Restless Spirit Servant is an invisible, mindless, shapeless spectral entity that performs simple tasks at the caster’s command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. It can open only normal doors, drawers, lids, and the like. It can lift 20 pounds or drag 40 pounds. The Servant cannot attack in any way, and it cannot be killed a second time.
SCREAMING LIBRIS (BOOKSPEAK)
Magic-User Level 1
Duration: 1 Round/level
Range: Touch
Optional Requirement: Drip blood on the book's cover.
When the subject of this spell touches a book, it violently animates, forming a quivering mouth around the edge where the paper shows. The subject can ask the book one question per Round, and if the information is contained within the book, it will answer by screaming the words in a guttural voice. If anyone else approaches or asks questions the book instead growls, snaps, and will attack them for one Round. It has a +2 bonus to bite and deals 1D4 damage. Intelligent books can save to resist the spell (as a Magic-User of a level equal to the author). Magical books do not impart their effect when they answer and if they attack they deal 1D6 damage. The spell is a shortcut to actually reading a book, and it will not give more information than a careful reading would.
Shatter the Seals of Order (Summon)
(Use the Summon LotFP spell with no changes).
Spirit Scapegoat (Shield)
Magic-User Level 1
Duration: 2 Turns
Range: 0
Optional Requirement: Call upon a name of someone you know has died or who is likely being eternally punished.
Magic-Users summon shades from a tormented underworld which will protect the caster from many attacks which would otherwise harm him. Against missile attacks, the spell grants the caster AC19, and an effective AC17 for all other attacks. Even if an attack hits, it does one less point of damage than it otherwise would have. This spell completely blocks the effects of Arcane Vivisection (Magic Missile). Once the spell ends the shade is completely destroyed, never to return to its torment below.
TORN FLESH & EXPANDED BONE (ENLARGE)
Magic-User Level 1
Duration: 1 Turn/level
Range: 5'/level
Optional Requirement: The caster gargles a cup of blood.
The forces of magic do not recognize the relationships of size and distance between things; it is the limitations of the mind’s ability to master magic that results in strictures such as “spell range,” but sometimes the infinite nature of magic can be applied to material objects. This spell causes instant painful (1D4 damage) growth (and corresponding increase in weight and damage done) of a single object or creature that is in visible range. This increase changes a creature’s size by 20% per caster level, up to three times the original size of the creature. The effectiveness of this spell is half of this on non-living objects, which are only enlarged 10% per level and to a maximum of double the original size of the object. The caster can affect a 10' cube of living matter per level.
Magical item properties are not affected by this spell. For instance, a wand will have the same function even though it is increased to the size of a staff, and potion dosages are not increased, though they may take longer to drink. A person enlarged will have a strength appropriate to his size (as an ogre or a giant, for example) with corresponding strength adjustments.
The damage done by an enlarged character during mêlée is increased by the same percentage as his size.
The reverse of this spell, can creatures in size by the same proportions as Enlarge. These spells cancel each other out. For either version of the spell a saving throw versus Magic is allowed to negate the effect. This save can be forfeited if the recipient desires. This reversed version also deals 1D4 damage to the target.
Unconscious Nightmares (Sleep)
Magic-User Level 1
Duration: d4 Turns
Range: 30' + 10'/level
Optional Requirement: By casting this spell you doom yourself to experiencing fragments of the same nightmares the targets of this spell had.
This spell causes a deep magical slumber to come upon creatures with 4+1 or fewer Hit Dice. The caster can only affect 1 creature if it has 4+1 or more Hit Dice, but the spell will otherwise affect creatures totaling no more than 2d8 Hit Dice. Calculate monsters with less than 1 Hit Die as having 1 Hit Die, and monsters with a bonus to their Hit Dice as having the flat amount. For example, a 3+2 Hit Die monster would be calculated as having 3 Hit Dice. Excess Hit Dice that are not sufficient to affect a creature are wasted. Creatures with the fewest Hit Dice are affected first. The creatures affected by this spell will wander through Hellish dreamscapes, reliving their worst fears. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not affect undead, constructs, or other magical or unnatural creatures (such as Elves).
UNDULATING CORPUSANT SKIN (FAERIE FIRE)
Magic-User Level 1
Duration: 2 Rounds/level
Range: 80'
Optional Requirement: A fistful of dust collected from a shrine to St. Elmo (or similar saint/deity) must be tossed in the air.
A pale electric glow begins to be emitted by the target's skin, making them hypervisible. This shed light makes them visible in darkness at a distance of 80', or half this if the creatures are near a light source. The Magic-User can affect creatures within a 40' radius, and may affect up to one human-sized creature per caster level. The spell's light can be any color according to the Magic-User’s choice at the time of casting. The electric glow does not cause any harm to the objects or creatures thus outlined, but it is similar to the effects of static electricity. However, their greater visibility grants attackers a +2 bonus to hit them while the spell is in effect.
Voices of the Mind (Message)
Magic-User Level 1
Duration: Instantaneous
Range: 60'+10'/level
Optional Requirement: You will hear echoes of unintelligible voices for 1 turn after this spell is cast.
This spell grants the caster the ability to whisper messages and receive whispered replies. The caster points his finger at a creature he wants to receive the message. The target must be in direct line of sight, with no barrier. The whispered message is audible only to the target. The creature that receives the message can whisper a reply that the caster can hear. The spell transmits sound, not meaning. It does not transcend language barriers. Unlike casting most spells, the gestures of this spell are subtle, and it is easy to conceal that the spell is being cast.
Here are some other blog posts about LotFP spells: