Volcanic Nexus (3.5e Location)

 

Volcanic Nexus
In the core of dormant volcanos that have formed a particular glass structure from melted sand during previous activity, when it is the longest day of the year, the sun overhead causes powerful fire magic to manifest in the form of a volcanic nexus.

Lore
Characters with ranks in Knowledge (the planes) can research volcanic nexuses to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.


 * DC 10: Volcanic nexuses are a naturally occuring, powerful form of fire magic that manifest in rare circumstances where a glass pillar is left behind in the core of a dormant volcano from previous volcanic activity. This pillar acts as a conduit to the elemental plane of fire, opening a rift and unleashing a powerful burning effect.


 * DC 15: On the longest day of the year (which varies based on the location of the volcano), when the sun is directly overhead, the volcanic nexus fills with magical power, which can be absorbed by anyone standing in the volcano's core. During this time, creatures from the elemental plane of fire will burst out of the planar rift that opens directly below the volcanic glass pillar that acts as a conduit to the solar power. These creatures will travel through the tunnels running below the core and will usually find their way to the core by the time the planar portal closes; at this point they may well be hostile.


 * DC 20: Revisting a volcanic nexus each year will intensify the effects a character gains from it. When it has been visited 3 times, its effects will become permanent.

With at least a DC 10 Knowledge (the planes) check result, characters can know what sort of things to look for to seek out a volcanic nexus using maps. Characters with ranks in Knowledge (geography) can research the location of volcanic nexuses; with a DC 15 check, they can pinpoint the location of a volcanic nexus.

Description
A volcanic nexus is able to form in a previously active, now dormant, volcano where a huge crater is formed into the top of a mountain. In the core of the crater is a volcanic glass pillar, blackened by ash, and spiralling upwards 15 to 20 feet.

Getting to the core of the crater can be a difficult and dangerous journey. Beyond the general dangers associated with climbing up a mountain and following ledges and tunnels running from the top of the volcano to the core, the heat from the magma flows deep below the core attracts all sorts of cave dwelling monsters.

Prerequisite
A character must be at least CR 7 to gain the effects of this magical location.

Location Activation
When the sun is overhead on the longest day of the year, a 5ft. wide circular ring at the base of the core, 30 ft. in diameter, surrounding the glass pillar at the core's center, begins to glow red. The glass pillar glows a brilliant white, shining right through the ash covering it. Magical power floods the area and the glowing circular ring of earth transforms into furiously flowing magma, which, flowing as fast as water, jets in a skyward spiral, walling in the center of the core with lava. Creatures standing in the volcanic nexus have their eyes glow red while they absorb the magical power. The pheomenon lasts for 15 minutes.

Underneath the glass pillar, in a chamber about 15 ft. below the core, a portal to the elemental plane of fire bursts open. When the effect ends, the equivalent of a CR 8 encounter worth of monsters from the elemental plane of fire have made their way to the core of the volcano. Usually they will be hostile, but depending on the composition of monsters, some of them might be reasoned with.

Example encounter groups:


 * 2 huge fire elementals
 * 8 large fire elementals
 * 4 large fire elementals and 8 fire mephits or 8 magma mephits
 * 1 efreet
 * 4 salamanders
 * 2 salamanders and 16 flamebrother salamanders
 * 1 seven-headed pyro hydra
 * 1 level 5 azer cleric and 4 level 3 azer fighters
 * 64 thoqquas (these might burrow out of the volcano instead of attacking the party and instead attack a nearby town)

Recharge
A volcanic nexus can grant its power to up to 6 creatures each year. If more than 6 creatures attempt to stand in the core, no creature gains the benefits of its power.

If a creature gainst the effects of volcanic nexus for 3 years in a row, its effects become permanent.

Special Ability
The character gains the following ability:

Incinerate (Su): As an immediate action, you burst into flames, briefly actually transforming into fire. The next attack you make has all of its damage converted to fire damage. The final damage is modified, regardless of whether it is composed of several different damage types.

Duration
The effects last until the next year.

Ability Value
7000 gp.