Ability Score Adjustments
Due to the extreme "Selection" process, Magma Drow are +2 to Intelligence and +1 to Dexterity.
However, do to the harsh nature of their transformation, they receive -1 to Constitution and Strength.
Also, being Drow, the gain -1 to Charisma.
Languages
Dwarvish, Elvish, Drow, Common, "Spirit-Pattern"
Infravision
90 feet, extreme heat does not blind.
Special Advantages
Magma Drow bodies have been magically combined with Adamantium, allowing them to withstand the
extreme temperatures of Deepfire. This makes them immune to natural fire of up to 3100 degrees F (very
hot lava). Against magical fire, the are +4 to save and have -2 damage per die. Since their bodies tend to
adjust to the temperature around them, they can be considered Camouflaged against Infravision if they do
not move and have had time to allow their bodies to adjust to the ambient temperature. They are able to
consume both normal food and drink, however they are able to subsist on ash, charcoal, and various
molten metals. Their blood is mercury-like in substance.
Special Disadvantages
Magma Drow are susceptible to cold-based attacks and are -4 to save versus them, and receive +2 points
of damage per die. If their body temperature ever falls below 100 degrees F, the have a 2 point penalty to
everything (-2 to hit, -2 to save, -2 to prof checks, +2 to AC, etc.). Their body can be affected as metal,
including Heat Metal/Freeze Metal and similar spells.
Miscellaneous
If the ambient temperature is different from the Magma Drow's, his body will absorb/radiate heat until it
is the same temperature at a rate of 100 degrees/round. If touched by non-fire-resistant creatures, the
damage done is based on the Drow's current temperature: 1 pt for 200-500 degrees, 1d4 for 500-1000, 2d4
for 1000-2000, and 3d4 for 2000+. As the temperature of the Magma Drow's body increase, the skin
coloration changes. From 200-500 degrees, it is black with a slight silvery metallic hue. From 500-2000
degrees, it is a bright metallic red. For 2000+ degrees, it changes to a bright white. The transition
between colors is somewhat gradual. The hair of a Magma Drow is always white. There are no female
Magma Drow. Of the total population of about one hundred Magma Drow, there is currently only a
handful left. Any utensils in Deepfire were either magically enchanted to withstand the heat, or were
made of adamantium.
Magma Drow Society
The idea of the Magma Drows occurred to Lolth in a fit of frustration with her followers. She decided
that their time had past, and it was time to once again create a more viscous creature. Following the formula that
was so successful in the creation of the original Drow, she decided to give the new Drow a more viscous home.
She decided to go deeper into the world. Down to foundation fires of the entire planet. Using them to forge a new
nation of worshippers.
Unfortunately, it wasn't as easy as the first time. Simply plopping some Drow into the Depths, resulted only in a bunch of charred elves. If the Magma Drow were to exist, they would need her help. After consulting with some of her wisest priestesses, and using the magical knowledge of her best mages (who were then turned into Driders for their uppitiness in thinking they could help her), the ceremony known as the "Brilliance of Lolth" was born. In this ceremony, a few selected Drow were brought to the deepest root of a great volcano. There, in the intense heat and magma, was a bubble of molten adamantium. Powerful magics had been used to form a chamber surrounding this pool into a great cathedral. The selected Drow were imbued with special enchantments and plunged into the pool of silvery metal. The plan was that when they emerged, they would be transformed into a Magma Drow, capable of withstanding the great heats of the deep Underdark.
The very first Drow, one of the archmages used to create the chamber, was chosen to be the first. The honor was granted to him to show Lolth how well the transformation would work. It was a startling success. The archmage was changed into a seeming Drow-Alloy, capable of withstanding even the hottest of magma. Lolth was thrilled, and immediately sent her three of her highest priestesses into the pool. They never emerged. Furious, Lolth threw all of the mages present into the pool, where many died. However, a couple survived the transformation. After experimentation, it was found that only about 25% the Drow survived, and then if they were chosen from magically-talented males. No female ever survived, much to the dismay of Lolth. This was a great frustration to Lolth, and her disgust at a race of superior Drow all of the male gender is probably one of the reasons she eventually destroyed the society. However, the discovery of the Spirit-Patterns, and the associated magic, stayed her hand long enough for a small society of magically elite Magma Drow to be created.
Lolth only selected the most magically talented of her males to undergo the ceremony. However, the magically gifted males tended to be a bit more independent than most. Still, she decided that the risk outweighed the potential gain, a poor decision in the end. In the few decades they existed, the Magma Drow became one of the greatest society of Mages to exist, pushing the edge of magical-research further than in over a millennium of previous research. Unfortunately, almost all of the research was lost, either by being destroyed, or by being written in a language known only by a now extinct race.
The downfall of the society was the discovery, and subsequent worship, of a new Greater Power known as the OmniPattern. This Power was found through the Magma Drow's study of their Pattern-Spirit magic, and was believed to be the unified pattern for everything magical. Originally, the Power was only worshipped by a small subset of the Magma Drow society. They tried to conceal their worship, but were soon found out by Lolth's priestesses and destroyed. Lolth believed she had nipped it in the bud, but was incorrect, as the roots of the cult went deeper. Soon, the rest of the Magma Drow were worshipping the Power, and were able to keep it secret for several years, an amazing feat in Drow society. In the end, Lolth simply destroyed the entire society, changing the few that seemed still loyal into Magma Driders.
Spirit-Pattern Magic
There were two events that led to the discovery of Spirit-Pattern Magic. The first was a result of the
Brilliance and was observed by the original Magma Drow; The innate Magical Resistance of Drow was stripped
away from them. This worried them at the start, but after thinking about it realized it would allow them to
research magic much easier since they didn't have to take into account the resistance. The second events was the
observation, using magical means, of tiny little "motes" rapidly traveling around Deepfire. Upon closer
observation, these motes turned out to be microscopic semi-sentient spirits, each one having the appearance of a
fairly sophisticated rune. They were officially termed "Spirit-Patterns", although "Motes" was always used
informally. Further observation led to the hypothesis that these motes were in fact a form of magic, a hypothesis
later shown to be accurate through experimentation. Within a year, basic cantrips were being performed with these
motes.
Over the years it was determined that these motes possessed a language of sorts. By researching existing magical languages and dialects of the major races, it was determined that the Spirit-Pattern language was a type of Meta-Language from which magical tongues are descended. After learning the language, a nearly impossible task, the Magma Drow started to communicate with the motes. They found that they could control them by bargaining with them, or even convincing them to do something. Studying existing spells, it was found, amusingly, that most existing incantations ended up sounding like barbaric commands such as, "Me have much dirt for sleep-spirit." Which is the incantation for a Sleep spell. It seemed that the motes had a trouble getting a hold of many physical substances (most probably due to their extreme speed), spell components were a way to entice a mote to do what is desired. Another interesting thing about motes, was that, as their language is a meta-language for magic, their forms were a type of meta-rune for magic. Many of the runes for a specific spell grouping can be found as a naturally-occurring motif in the type of motes that would perform that type of spell.
After several decades of research, the Magma Drow became quite adept at using motes to perform magic. To do so, they would use a specially made magical lens to actually see the motes, after calling the motes in a Spirit-Pattern greeting of sorts. Usually, a Magma Drow would hold out his hand, greet the specific type of mote he wanted, and peer through the lens until one appeared. Then using the lens to gauge the mood of the mote, the mage would attempt to convince the mote to perform the deed desired. This is where the natural lack of charisma Drow are noted for worked against the researchers. However, with practice and training, the mages became better at it. They also were able to convince Lolth to transform more charismatic individuals. (The same individuals were the ones to find the cult of the great spirit).
The Magma Drow were able to perform magic without using spell components and without memorizing spells. They had no need for spell books. The only thing they required was the magical lens. However, they still *could* use components to sweeten the pot in negotiations. This was especially useful for the less charismatic individuals. The more powerful the spell, the more complex the negotiations with the motes, as well as the more complicated the motes became. The motes needed for some of the higher powered spells were found to be very complex, intelligent entities. Much conjecture was made relating these new types of motes and some of the greater powers as well as other spirits. Research along those lines eventually discovered the existence of an enormous pattern that seemed to influence all magic. It was a God of Magic, as such, although it wasn't even remotely humanoid. It's shape really was too great to comprehend.
However, a cult was started worshipping this power, even though discovery by Lolth would mean instant destruction. By following the "tenets" of the Power, the cultists were able to manipulate the motes easier, and were privy to more information about the system as a whole. This is the main reason the Magma Drow advanced so rapidly, and is also the reason for their destruction.
Game Terms
In game terms, a practitioner of Spirit-Pattern magic is able to perform magic without the traditional spell
components and without "memorizing" spells. All that is needed is the lens (a version of Eyes of Minute Seeing,
except much larger). If a charisma roll is made, the spell works. However the time it takes is doubled. The mage
may still use the standard spell components and cast at the normal speed. A charisma check made while using
components results in the mage only needed a minuscule amount of the substance. For instance, if the mage was
casting Sleep, and wanted to do it quickly, he could provide the component of sand, and if he made a charisma
check, would only need a single grain of sand. Using components or not, if a charisma check is failed either way,
the mote is insulted and the spell fails, the casting time (or doubled) is lost as well. The motes as a community
tend to be annoyed if called upon too often, although skill in dealing with them will increase the number of times
they can be called on. That is the rationale for the limit on # of spells used per day. The mage does not have to
memorize spells, and does not need to keep a spell book. The lens must be used for all spells, except for those
levels 2 less than the mages maximum level. So a fifth level mage must use the lens for 2nd and 3rd level spells,
but doesn't need it for 1st level.
Lensless Charisma Check bonus vs. spell level
Level Level 1 2 3 4 5 6 7 8 9
1 cantrip 0
2 cantrip 0
3 cantrip +1 0
4 cantrip +1 0
5 1 +2 +1 0
6 1 +2 +1 0
7 1 +3 +2 +1 0
8 1 +3 +2 +1 0
9 2 +4 +3 +2 +1 0
10 2 +4 +3 +2 +1 0
11 2 +5 +4 +3 +2 +1 0
12 2 +5 +4 +3 +2 +1 0
13 3 +5 +5 +4 +3 +2 +1 0
14 3 +5 +5 +4 +3 +2 +1 0
15 3 +5 +5 +5 +4 +3 +2 +1 0
16 3 +5 +5 +5 +4 +3 +2 +1 0
17 3 +5 +5 +5 +5 +4 +3 +2 +1 0
18 4 +6 +6 +5 +5 +4 +3 +2 +1 0
Followers of the Greater Spirit-Pattern
Background
While studying magic in Deepfire, the Magma Drow discovered the existence of Motes, or Spirit-Patterns.
They soon learned how to communicate with these patterns, and use them to perform magic. As
investigations proceeded, the Magma Drow discovered a great Spirit-Pattern that seemed to envelop the
entire Magical Continuum, being itself formed of all lesser spirits. This Power was found to fuel magic
for everything, including other Powers. By learning to communicate with, and even worship in a unique
way, this Power, the Magma Drow were able to gain a greater mastery over all magic, Wizardly and
Priestly. Generally speaking, this Power simply wanted the mages to follow certain codes of etiquette
when interacting with it's sub-patterns. Also, it had certain esoteric wants and needs concerning material
substances that if the Magma Drow fulfilled, he could become a "priest" of the Power.
Alignment
The Power is Chaotic Neutral. Followers and priests may be of any neutral alignment.
Minimum Ability Scores
Wisdom 15, Intelligence 16, Charisma 13.
Races Allowed
Magma Drow are the only known race to have ever worshipped this Power.
Nonweapon and Weapon Proficiencies
Nonweapon Proficiencies required: Spellcraft, Spirit-Pattern language, Read-write Spirit-Pattern.
Nonweapon Proficiencies Recommended: Reading/Writing, Religion, Magical history. Weapon
Proficiencies Required
None.
Nonweapon Proficiency Group Crossovers
Priest, General, and Wizard.
Duties of the Priest
Guidance and Education; act as guardian of natural patterns.
Weapon and Armor Restriction
Weapons Permitted: Belaying pin, dagger/dirk, dart, knife, quarterstaff, sling, and shuriken.
Armor Permitted: None, although the Magma Drow typically wear clothing that is made of an Adamantium
weave that acts as AC 8; no shields. All together these constitute Poor combat abilities.
Other Limitations
Priests of this sect receive four-sided dice for hit points instead of eight-sided. They also use the Wizard
to-hit table instead of the Priest's. Priest's of this Power also can *not* Turn Undead at any level.
Spheres of Influence
Major Access to All, Astral, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Numbers,
Protection, Time, Travelers, and Wards. Minor Access to Chaos and Sun.
Powers
Detect Magic - The priest using his Pattern Lens, can examine an object as if he was using a Detect Magic
Spell (Wiz 1). It takes 1 round to simply tell if it is magical, then another 1d6+1 rounds to identify the
school/sphere. The priest must make a successful Charisma check to do so. If it is failed, it can be tried
again, but will take turns instead of rounds. Any number of checks can be made, but the time continues to
go up to hours, days, weeks, months, etc.
Special Identify - Mage/Priests of this power that can cast Identify have a more powerful version available
to them. First, if they make a Charisma check and are using the lens, the don't need the 100gp pearl.
Second, instead of taking 8 hours it only takes 1 turn + 1 turn for each power examined. Finally, the
priest acts as +2 levels for determination of percentage chance of find something out.
Cast Wizard spells from a single Wizard school at a level equal to the Priests level halved, rounded down.
The priest must "pray" to acquire any spells.
Followers and Strongholds
If a Priest of this power ever gets established, he can start attracting Wizard followers at 9th level, after
convincing them of the effectiveness of his magical abilities. As it stands, establishing a Stronghold
would be suicidal, since Lolth would easily find the location of a permanent residence. Symbols: There
isn't a single symbol that represents this Philosophy, rather each priests wears an individual symbol that
represents himself to the Magic Continuum.
Notes:
There are only 3 or so worshippers of this Power in existence, the other were wiped out by Lolth. Only
Magma Drow have ever been able to worship this power. Worshippers are treated with deadly force by
any followers of Lolth, especially the Drow.
![]() |
E-mail me: krlipka@yahoo.com |
Return to NPC Overview Page |
![]() |