Magic on Gero fluctuates. The movements of the stars and
planets form an intricate dance, seemingly random, which
causes a cyclic effect to occur. While most of the history
of Gero has had magic at the "normal level", much of the
time is spent in eras of high and low ebbs in magical
power.
During the low ebbs, many magics simply cease to be.
Mystic beasts enter a hibernation-like state, or transform
into similar, but more mundane, species. Spells become
harder to cast, with many upper-level magics becoming
impossible. At the lowest point in the cycle, also called
the Nadir, the entire planet is covered by an instantaneous
effect which causes many permanent magics to fail and
items, particularly scrolls and potions, to be destroyed
(the effect is equivalent to a Dispel Magic cast by a
25th-level Wizard).
Similarly, during the peaks of the cycle, magic becomes
more powerful. The creation of magic items and the design
of new spells becomes easier, and new species of mythic
beasts come into being. The highest point in the cycle,
known as the Convection, is awaited by Ritualists around
the planet. Grand Ritae using a Convection as part of
their material components have been known to destroy or
restore vast swathes of the landscape. Other Rituals have
dramatically increased chances of success.
Cycles range in length from one day to 1000 years.
Furthermore, the length of a down slope does not have to
match the length of the adjacent up slopes.
Predicting a cycle is difficult, but not impossible. The
process is time-consuming, requiring at least six hours of
astronomical observation a night for a full cycle of Sym's
phases, from new moon to new moon. Each night, the
observer must make a successful Astrology Proficiency
check. If even one of these is unsuccessful, the month is
lost (although the character will not know this until the
end of the month).
After this, the character must spend another lunar cycle
casting the same spell, every night. The spellcaster must
make a successful Spellcraft Proficiency check each time.
Again, a single failure will render the whole process moot.
If the current half-cycle is less than six months in
length, however, it is much easier to determine the next
high or low point. A single Astrology check, coupled with
two successive Spellcraft checks (as above), will reveal
everything.
In either case, success gives the observer the precise
moment of the next Convection or Nadir. It is impossible
to predict the shape of the next half-cycle until the
current one is finished. Wise Mages always check the Cycle
immediately following the event, to make sure the situation
is not going to reverse itself before the day is out! (The
most drastic shift on record was a Convection-Nadir-
Convection cycle completed in one day, sunrise to sunrise.)
Psionics are not effected by the cycle.
USING THE CYCLE
The Cycle can be an excellent tool for the Gamemaster,
especially the first time it is used. Since the characters
will not start out knowing where on the cycle they are, or
how sharp the current slope is, it is perfectly possible
for them to be caught completely off-guard by the sudden
shift in magical power. A low ebb can remedy a Monty-Haul
campaign, while a high one can account for new creatures
you want to introduce.
Even during the middle of a slope, the Cycle can affect a
campaign. Wizards who have managed to plot out the current
position of the Cycle often spend years preparing for a
Grand Ritae. Such an individual could be a party's
sponsor, sending them hither and yon to gather the
components she needs for that perfect spell ("You want us
to find WHAT kind of egg?!?"). Alternately, an evil
Wizard could want some minor, but rare, bauble from the
party as one of the elements for his transformation to
lichdom.
Another possibility comes from false readings. Imagine a
respected sage who mistakenly announced that a Convection
was imminent, or an elaborate scam based around a (false)
prediction of a Nadir in six months....