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Wednesday, October 28, 2020

Revised LotFP OSR Spells: First Level

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.


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.


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.



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.



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.



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. 


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. 



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.


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.


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).



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:

Sunday, October 18, 2020

Tekumel Art: Demonic Doodles from The Book of Ebon Bindings

These doodles are all based off of M. A. R. Barker's illustrations or off of that art style found in The Book of Ebon Bingings. It is a book all about summoning dark entities in the Tekumel / Empire of the Petal Throne RPG setting.













Friday, October 9, 2020

The Wayward Scrounger / Gutter Cook: a LotFP Class

THESE INDUSTRIOUS FOLK CAN FIND FOOD IN THE STRANGEST OF PLACES. Even in the depths of the earth, buried in a refuse pile, behind an old grave, or under a corpse... Wayward scroungers or "gutter cooks" have a knack of finding edible food that others would never eat. They know ancient techniques on how to prepare such normally disgusting food in ways that won't make their compatriots vomit violently. It might not taste like the soup at the local inn but it will keep the characters alive to see another day. They might WANT to die after eating these prepared meals however... 

These vagabonds rarely stay in any one place for long. Their wanderlust serves them well as adventurers for hire. They tend to take assignments that will introduce them to new places and bygone backwater towns few have ever heard of. They often collect new recipes and cooking techniques from new cultures in recipe books.

With the use of ancient lore passed down from parent to child gutter cooks have tricked herbs to grow right on their own skin in small patches. They begin play with 1D4 herb patches on their skin from the random table below. Each patch has 1D6 doses of herb that regrow in one week once harvested. They can grow one additional patch on their skin at each new character level (roll randomly for the type of herb that grows in the new patch).

Those who eat food that a Gutter Cook prepares have a +2 bonus to any saving throw rolled that day vs. anything they eat. The food they prepare is treated as if a Purify Food & Drink spell was cast on it. These improvisational cooks can also deal +1 extra damage per character level to all forms of fungi and plants with a successful attack. They get +1 to all dice rolls (attack, damage, etc.) when they are hunting or gathering/scrounging for food.

Wayward scroungers are at home in natural areas and start with a 2 in 6 chance to use Bushcraft. They can track creatures in the wilderness with a base 5 in 6 chance and in dungeon environments with a 3 in 6 chance. This chance is reduced by 1 for each day that has passed since the creature left its mark there. It is also reduced by one for each hour of rain since the creature passed that way in wilderness areas. Obvious trails left by bleeding creatures, herds of animals, or large groups of people should automatically be successful.

Thanks go to Dyson Logos for finding the public domain image that I used in this post.

LvlXPHPParPoisBrthDevMag BushcraftHerb
101D414141112122 in 6+1
21800+1D414141112122 in 6+1
33600+1D414141112123 in 6+1
47200+1D414141112123 in 6+1
514400+1D41212910103 in 6+1
628800+1D41212910103 in 6+1
757600+1D41212910104 in 6+1
8115200+1D41212910104 in 6+1
9230400+1D410107884 in 6+1
10345600+110107884 in 6+1
11449280+110107885 in 6+1
12561600+110107885 in 6+1
13673920+1883445 in 6+1
14786240+1883445 in 6+1
15898555+1883446 in 6+1
161010875+1883446 in 6+1
171123195+1662446 in 6+1
181235515+1662446 in 6+1
191347835+1662446 in 6+1
662446 in 6+1

1D20 Roll
Verusktorild / She of the Crimson Eye – When you grind the stem into a powder it can be blown into the eyes of your target to daze and partially blind them for 1D2 rounds.
Lorenbannysy / Bloodroot Broth – If you mix a few drops of blood into the crushed roots of this plant it will produce heat for 1D6 hours equal to that of smoldering coals.
Enisghatora / Purple Limb – The leaves of this plant when chewed to a pulp are toxic. If this substance is smeared onto a blade and enters through a wound the area near the wound will swell drastically causing intense pain and then the affected flesh will turn a dark purple.
Serechtonalde / Garland's Berry – A creature that eats the fruit of this plant will not take any violent action unless they are attacked.
Ormagetasechight / Vurnon's Cauldron – If you mix the buds of this plant with sand it will produce a noxious substance that reeks horribly for 1D6 days.
Agetontiaundler / Spit of the Widow – Chewing and spitting the leaves of this plant in to the face of a dying thing will keep them from crossing over to the other side into death until natural or magical healing can be used on them.
Deltherdentonem / Pangs of the Dog – If you dehydrate the flower petals of this plant they can be ingested to get rid of hunger for 1D12 hours. If used for a week however the creature or person will no longer be able to digest food correctly and will start to die no matter how much food is ingested.
Rynhonbanunty / Milk of the Infant – Sucking out the milk from the stem and drinking it provides energy for staying awake for 1D4 days. After its effects wear off the person that drank it will fall into a deep coma that lasts 1D2 days.
Yerestenthkinon / Girnin's Giggling Root – Eating the roots of this plant will heal injuries (1D4 hit points plus 1 point of any stat damage). A side-effect of this herb is that the creature or person that ate it will giggle uncontrollably for 1D6 minutes.
Dynuskuntinga / He of the Still Form – If you grind the flower petals of this plant and mix it in a drink it will paralyze the person that drinks it for 1D6 minutes.
Undildgarserage / Eyes of the Sleeper – Someone that is in a deep slumber (natural or magical) that smells this pungent fruit will instantly awaken.
Ansayarhat / Cold's Demise – When the entire plant is sprinkled with the ground up leaves of the Yerestenthkinon plant (see above) it will produce a short-lived fire. The fumes are said to be beneficial for getting over minor sicknesses too.
Serackuskhon / Marlae's Bruise – A wrap made out of the entire plant will heal 1D10 hit points worth of damage that were caused by blunt weapons.
Achesselmaro / Bug Wall - If you lie these plants on the ground end to end around a campsite or around a dwelling all insects will not cross it.  It can also be used as a way to scare of larger more violent insects from attacking you, or to bind insectoid demons in a circle.
Tonelminaorusk / Bindings of the Martyr – Bleeding can be stopped by cutting a section of this plants' leaf and placing it over a wound caused by a slashing weapon (treat as a binded wound). If the patient engages in any fighting or athletic maneuvers before the injury is healed the wound will tear open again.
Bangharakiaril / Death of the Leech – If the juice of this plants' berries is slightly heated and imbibed it will reduce fevers and kill any parasites in or on the patient.
Nalechingnygar / Savage Mask – By tying all of the long tubers from one of these plants into your hair you can gain the trust of one animal. It is up to the referee's discretion as to what that animal does for you, or if they become a temporary ally.
Seringildageia / Orange Dream – If you place and hold the buds of this plant in your mouth you can spit out an orange substance. This substance produces hallucinogenic dreams if it is drizzled into someone's eyes.
Emechpolon / Hollistor's Pollen – If the pollen is painstakingly collected it can be sniffed to give the inhaler a burst of speed and an increase in movement (double movement for 1D6 rounds).
Issangeldir / Amalthea's Lizard Skin – If the entire large plant is ingested (roughly the same as a large meal) the creature or person that ate it will have their skin toughen much like scales or natural armor (+1 AC for 1D2 days).

Thanks go to Dyson Logos for posting the public domain image I used.