The Plane of Para-Elemental Magma

Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment

Bordering the two inhospitable planes of Elemental Earth and Elemental Fire, it shouldn’t be a surprise to any traveler that Magma’s an unpleasant place. It’s easiest to imagine it as spewing out from the plane of Fire, whose leaping flames die down to a hellish glow and then spread in an ever-cooling mass to the plane of Earth.

The surface constantly churns and shifts as the scabrous, hardening chunks are churned back into the molten flow. Near the plane of Fire, this landscape bursts with occasional geysers of cryoplastic flow, lava that splatters nearby. Closer to the plane of Earth float pillars of solid rock, borne away by the searing tide. Few extraplanars can survive this hostile land, so there are few places of note to visit.

Traits: The Paraelemental Plane of Magma has the following traits.

Heavy gravity: All Climb, Jump, Ride, Swim, and Tumble checks suffer a – 2 penalty; all weights are doubled, while weapon ranges are halved; falling incurs 1d10 points of damage per 10 feet fallen, up to a maximum of 20d10.
Mixed earth- and fire-dominant: The ever-present flowing magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion which deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
Enhanced magic: Spells and spell-like abilities that use, manipulate, or create earth or fire (including spells of the Earth and Fire domain) are both empowered and enlarged.
Impeded magic: Spells and spell-like abilities that use or create air or water (including spells of the Air and Water domains and spells that summon creatures with the air or water subtype) are impeded.
Breathing: Magma is no easier to breathe than earth. However, since most travelers stick to the shifting tunnels and caves, they will find enough breathable air; this air is often quite toxic, so most cutters use some sort of filter to breathe safely.
Movement: Although several artificially coagulated regions can be found, for the most part the Paraplane of Magma is a churning mass of molten stone that scorches all who come into contact with it. An immunity or resistance to fire serves as immunity to magma. However, a creature immune to fire might still drown in these seas of boiling rock.
Vision: Below the surface of magma, vision is impossible for non-natives (magma paraelementals and mephits, earth and fire elementals, thoqqua, etc.) whose darkvision works normally. Above the surface, the blazing magma usually provides normal illumination.
Creatures: Blazon, fire bat, fire giant, gelterfish, magma mephit, magma paraelemental, magmin, thoqqua.

The Plane of Para-Elemental Magma

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