The Untapped Potential of the Lone Magic User: Breaking Boundaries and Defying Expectations

By admin

In a world full of powerful magic users who form alliances and work together to achieve their goals, there exists a rare and elusive type of mage - the alone magic user. These individuals, who possess immense magical abilities, choose to walk a solitary path, relying solely on their own skills and intuition. The alone magic user stands out in a society that values collaboration and teamwork, yet their unique approach unlocks a world of untapped potential. The concept of the alone magic user stems from the belief that magic is an intensely personal and internal force. While some mages prefer to draw power from external sources, such as nature or celestial bodies, the alone magic user thrives on their own inner reservoir of energy. They bypass the need for rituals, incantations, or even magical artifacts, tapping directly into their own essence.


What's the text for mages, explaining why they can't wear armor? I don't have a 1e PHB, only the DMG, which is why I'm asking. Why are single class mages unable to don armor?

It is another thing to relearn how to do your primary function spell casting and its movement s with the variations that may be required because now you have a cuirass on. I might be wrong, but I always took the thief class restriction to mean that you could wear the armor in the case of a fighter thief say but you just couldn t sneak up on someone or climb walls or stuff like that only and IMHO because it would be too clunky encumbering whatnot.

The alone magic user

They bypass the need for rituals, incantations, or even magical artifacts, tapping directly into their own essence. By shunning the traditional path, the alone magic user gains a distinct advantage. Without relying on external sources, they become immune to the whims of fate or the limitations of the physical world.

Magic Users in LotFP – The Usurpers of the Campaign

Hello Dear Readers! It is time a returned to discussing some of the character classes for Lamentations of the Flame Princess. I’ve done some deep-dive videos concerning the ruleset and I’ve already talked about Specialists, Fighters, and Clerics. It is time I discuss the magic user.

I’ve taken my time getting to this topic simply because Magic is incredibly important for LotFP. Magic is the source of the weird and the horrific. The rules contemplate that the Magic-user (and the Elf) must be Chaotic in alignment because these classes dabble in the arcane arts; they reach out into the void to touch upon the unknown; they have peeled back the fabric of reality and seen what is beyond the veil…

…and it isn’t a pleasant sight.

Magic by its nature is a source of power in most games. In LotFP, this is no different. Warriors and specialists will gain abilities and utility at a steady rate. In contrast, the magic user in LotFP is the quadratic mage of other editions of the world’s most popular role-playing game. It will be relatively weak—and potentially useless—at earlier levels as much will depend on what spells the magic user randomly rolls at the first level. Some see this as a design flaw. I do not. I think that, when the warriors and rogues reach their peak (human) potential, the magic user is reaching into the void to break the natural order and become something greater than his mortal brethren.

Sounds awfully chaotic, doesn’t it? You can understand Calcidius’ arrogance in Tower of the Stargazer. He’s a 14th-level magic user after all.

While a high-level spellcaster in your usual fantasy RPG is going to have the ability to hurl fireballs and meteor swarms, the LotFP magic user’s power is going to be a bit more subtle. They do not have that kind of power. Rather, the LotFP version of Magic Missile creates one missile per level. Who needs fireballs? Indeed, using 6x6x6: The Mayhemic Misssile Method, the LotFP magic user can modify that spell to do all sorts of reality-breaking effects on top of doing insane amounts of damage.

Don’t even get me started on the Summon spell…Okay, I’ll get started. It is a first-level spell that can randomly generate an entity that is forcibly pulled from another dimension to be controlled by the magic user. The more the magic user increases in power, the greater the entity summoned. Magic users can become so powerful that, should they lose control of the Summoning ritual, they can inadvertently open a portal that draws a campaign-killing entity into the Referee’s world.

Yes. Magic Users in LotFP can end the Game Master’s campaign. I think it’s safe to say that LotFP magic users are the more powerful spell casters in the entirety of the TTRPG hobby. I think they are also the most interesting.

As magic is a central theme to the weird and horrific, there are a whole host of options for the spell caster out there. Vaginas are Magic and Eldritch Cock are two supplements that provide additional spells and an alternative spellcasting system. Using these rules, your magic user can become a more spontaneous spellcaster in contrast to the more traditional Vancian magic user of the core rulebook. Of course, spontaneous spell casting comes with a risk. A miscast will result in a random effect that could be detrimental to the caster and his allies.

Other supplements abound, such as She Bleeds. (I cannot link to it on DriveThru because of the age restriction). This is a simple supplement that details a summoning ritual of sorts for female spellcasters. The ritual follows the phases of the moon and the menstrual cycle of the magic user. What is summoned is an avatar of the Feminine. It is a supplement that must be read to properly understand it.

Consequently, this is one of the first supplements I picked up for LotFP. This is the supplement that told me LotFP is something unique and special. It is the reason why I am a stalwart defender of indie game designers. TTRPGS may not be high art, but they are art.

Anyway…where was I? Art…magic…divinity…The Way of the LotFP Magic User.

I am sure there are other third-party supplements out there to provide LotFP Magic Users with further options. The fanbase for LotFP is varied and very creative.

A gamer acquaintance of mine is putting together a LotFP campaign and he asked me what I would do to nerf the power of a LotFP magic user. I said “Nothing. Being a Magic User in LotFP is already challenging. Why would I nerf any of its spells and/or its progression?”

How is it challenging? Well, the default setting is 17 th Century Europe. Witches are burned at the stake, and heretics are crucified. Magic users can’t just walk into a town, cast a Charm Person or Phantasmal Supergoria spell, and think it’s going to be okay with everyone. The magic user is bucking the natural order—willfully. The Church knows this, most of the ordinary citizenry knows this, and you bet your ass the Inquisition knows this too!

There is a reason why clerics must be lawful. They are diametrically opposed to magic users. Will clerics in your LotFP campaign use their cure magic on their foul companions? Run a LotFP campaign to find out!

Mechanically, the LotFP Core Rules make it difficult to acquire spells. The rules provide very stringent methods for research. Time must pass, silver must be spent, and laboratories/libraries built. This slows the progression of the magic user down even further. For, finding a space to build a library will require negotiation, investment, and dedication to the long term of the game. Sure, your magic user may be 6th level, but if he’s stuck with only a handful of spells due to time and construction constraints, his utility won’t be much higher than what his utility was at the first level.

Getting to the higher levels is tough; making yourself useful at the lower levels is even tougher. What can you do at the lower levels? Well, scrolls are your friend. You can keep a few offense spells written on scrolls and keep your cool exploration-type spells memorized, or vice versa. This does require an initial influx of cash to pull off. If you don’t have that, what then?

Zak S. wrote a very famous blog post about 5th-level fighters in the OSR. Fighters at level five are typically given the title “swashbuckler.” As I recall, the gist is to embrace the title of swashbuckler and do crazy feats of combat when engaging with foes. Don’t just declare you’re going to “hit the goblin.” Swing from that chandelier, trip that orc, and disarm the ogre. You’re a swashbuckler!

I submit to you that the same applies to the magic user. You’ve studied ancient and esoteric tomes. You’ve deciphered cryptic runes and riddles. You’ve witnessed horrors that would drive mortal men mad. Use that when exploring dark places. Ask those questions! Poke, prod, and push your Referee into giving you the secrets. Even if the exasperated Referee tells you to make an intelligence check (or some other ability check) and you fail, do it again! You are a magic user. Your job is to push headlong into the unknown, into the Abyss, into the vast Nothing in search of something. Any referee worth his title ought to place consequences onto any such investigation, but you’re a Magic User: the knowledge is worth the risk!

Playing a Magic-User in LotFP is hard and is not for the faint of heart. You must be willing to think two, three, or ten steps ahead of the Referee to plan your rise to power. At first level, you are at the mercy of whatever horror is crawling out of a forgotten well, a hidden tomb, or crashed alien spaceship. Mercenaries, bandits, and brigands laugh at you. You will rely upon your fighting comrades to defend you. You will be considered cowardly, useless, and maybe even a liability…

…but persistence guarantees that the results are inevitable. And woe be to he who stood in your way.

At level 14 (or higher!), you will have every right to be as arrogant as Calcidius. For, creatures great and small will bend to your will. You will be dealing out greater amounts of damage; manipulating a greater number of opponents; and uncovering secrets long forgotten. And, at any given moment, the Referee’s precious world—homebrew or not—could be destroyed by a miscast summon: by you.

You are what happens when the ambitious unshackle themselves from the natural order. You are what happens when you think outside the standard game box. You are a magic user and your job is to unravel and control the order the Referee has wrought.

Until next time, Dear Readers!

The alone magic user

They embody the true essence of magic - an unbreakable connection with the fabric of reality. This strong sense of self enables them to manipulate their surroundings, bend time and space, and even alter the outcome of events. However, the path of the alone magic user is not without its challenges. As they forsake reliance on others, these individuals bear the weight of their own successes and failures. They must confront their deepest fears and darkest desires, for their magic is a reflection of their innermost selves. This constant introspection demands unwavering discipline and self-control, ensuring that the alone magic user remains true to their purpose. While some may see the alone magic user as a potential threat, others view them with awe and fascination. Legends and stories abound about their extraordinary exploits, piquing the curiosity of those who yearn to witness their power firsthand. Their mysterious aura, coupled with their air of independence, makes them both respected and feared. The alone magic user reminds us that true strength lies within oneself. While collaboration and teamwork have their merits, the power of an individual who is in harmony with their own magic is unparalleled. Embodying self-reliance and unwavering determination, they serve as a reminder of the untapped potential within each of us. In a world of complexity and interdependence, the alone magic user shines as a symbol of personal power and resilience. Their solitary journey, marked by self-discovery and boundless possibilities, inspires others to embrace their inner magic and step into their own unique potential..

Reviews for "The Solo Practitioner's Grimoire: Unveiling the Techniques of the Alone Magic User"

1. Sarah - 2 stars - I found "The alone magic user" to be dull and unoriginal. The plot was predictable and the characters lacked depth. The world-building was underdeveloped, leaving me with many unanswered questions. The pace of the story was slow and I struggled to stay engaged. Overall, I was disappointed with this book and would not recommend it to others.
2. Mark - 1 star - I couldn't even finish "The alone magic user" because it was so poorly written. The dialogue felt forced and unnatural, and the prose was clunky and awkward. The author relied too heavily on cliches and tropes, making the story feel unoriginal and uninspired. I regret wasting my time on this book and would caution others to avoid it.
3. Emily - 2 stars - "The alone magic user" had potential, but it fell flat for me. The character development was lacking, and I struggled to connect with any of the protagonists. The plot twists were predictable and the world-building felt disjointed. I kept hoping that it would improve, but it never did. Overall, this book was a disappointment and I would not recommend it to fans of the fantasy genre.
4. Michael - 2 stars - I found "The alone magic user" to be a tedious read. The pacing was slow and the story lacked any real excitement. The writing style was bland and failed to create a vivid and immersive world. The magic system felt poorly explained, leaving me confused and disconnected from the story. I was hoping for a thrilling fantasy adventure, but instead, I was left bored and unimpressed.

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