Revised Spell: Thoughts Like Hammers

Sorcerer/Wizard/Witch (Enchantment) 1
This spell concentrates the caster’s aggression and intent to do harm and projects it like a hurled bludgeon to overwhelm their target.
A living creature that fails its saving throw against this spell instantly falls unconscious for a number of rounds equal to the caster’s level.
The caster can add another target for every round of duration subtracted (for example: a 4th-level magic user could affect two targets for two rounds or three targets for 1 round).
Optional Miscast Table for Lamentations of the Flame Princess (roll 1d12):
1 – The caster pours too much power into the spell; on a failed save, the target’s head explodes Scanners-style.
2 – A blood vessel bursts in the caster’s brain. They experience excruciating pain for a number of rounds equal to their level, gaining disadvantage on all rolls and are unable to cast spells until they recover.
3 – Brainstorm – the caster convulses, immobilized, as psychic energy lashes out randomly for one round per caster level. All creatures within 20 feet of the caster must succeed a Dexterity saving throw or take 1d6 points of damage per caster level.
4 – The spell turns on the caster, forcing them to re-live a barrage of memories in haphazard order. At the start of their next turn, the caster must succeed a Wisdom saving throw or lose 1 point of Wisdom and be unable to act. At 0 Wisdom, the character is reduced to a persistent vegetative state.
5 – The caster falls unconscious and recovers 1d4-1 rounds later. From now on, they will be plagued with intrusive thoughts about hammers; when they sleep, they’ll have unsettling dreams about hitting things (people?) with hammers; villages will experience an uptick in unexplained hammer-related incidents whenever the caster visits…
6 – The caster projects their entire persona at the target. On a failed save, the caster assumes control of the target’s body while their own falls into catatonia, still alive but with no mind, essentially an empty vessel.
7+ Consult the generic mishap table.
New Spell: Torture Geometry

Sorcerer/Warlock/Wizard/Witch 1 (Enchantment)
The caster can target one living creature that they can see. If the target fails a saving throw versus magic, they become bound in a skein of invisible threads (though beings that can detect magic or see magical auras or have a similar ability can see lines of red light emanating from the caster’s finger tips connected to the target).
For one minute per level, the caster can command the target to act in a manner of their choosing, manipulating them like a puppet. The target can resist these demands and act as they wish, but take 1d10 damage as they strain against their bounds.
Optional Miscast Table for Lamentations of the Flame Princess (roll 1d12):
1 – The invisible threads cut through the target’s flesh like razor sharp wire, dealing 1d10 damage per caster level. For every 10 rolled, a random body part is cut off.
2 – The caster’s senses become sympathetically linked to the target. For the duration of the spell, the caster sees, hears, smells, tastes, and feels everything the target does, suffering disadvantage on all d20 rolls due to extra sensory information. If the target dies, the caster must succeed a Constitution saving throw or be knocked unconscious for one hour for every minute linked to the target
3 – A malicious extra-dimensional entity hijacks the spell and uses it to torment and humiliate the caster, like a child pulling the wings off a fly.
4 – Caster and target become entangled in a web of ethereal threads; neither can move more than 5 feet per caster level away from the other for the duration of the spell.
5 – The spell backfires and the caster’s body is wrapped in coils of invisible thread. For the duration of the spell, the caster cannot move their arms or legs; they can attempt to move at half speed by hopping, but must make a Dexterity check to maintain their balance.
6 – Glowing red tendrils lash out from the caster in a circle to a distance of 5 feet per caster level. Any creature with hit dice less than the caster’s level is automatically struck, while creatures with hit dice equal to, or greater than the caster’s level can make a Dexterity saving throw to avoid being struck. The tendrils deal 1d10 damage, and sever a random body part on a result of 10.
7+ Consult the generic mishap table.