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Secrets of Mosaic Magic


Words from the Author

A few years ago I was brainstorming and started to come up with this idea for a Phi and Lopan book. Most of these ideas centered around Phi: Wyverns, the Magi, and Mosaic Magic, all mentioned in Book 11: Eastern Territory. Then about a week later I learned Paul Herbert (great guy) was working on a Phi and Lopan book, and he had much more work done than I. Since I pretty much just barely started to brainstorm the project, I shelved the ideas so others could work on the area while I focused on new ideas (if I ever finish, I think you'll go crazy over these new projects!).

Over the years though, some ideas just don't die. Every now and again I'd get a new idea regarding this topic, so I'd jot it down because I liked the concept. Even though I figured I'd never make the book, I felt the ideas were worth remembering. Seeing as we've reached the 30th Anniversary of Palladium Fantasy, a grand and momentous occasion, I figured now is the perfect time to unleash some these ideas. This is for all those fans who want some new world setting information, for those fans who love new magic, and for those fans who just love the darker side of Palladium Fantasy.

I did my best to avoid too much detail, leaving some of the ideas incomplete. There are those still working on books, and this is designed more to inspire ideas and a jumping off point, not something to limit other's ideas in the future. By keeping things more general, it also makes it easier to transplant these ideas into other settings. While it may be difficult to include the Magi with this information alone, or run a Mosaic Mage to full potential, the ideas included have many applications from new monsters that fit into Rifts or mad magical experiments in Beyond the Supernatural.

Note: This may not fit everyone's view of Mosaic Magic and/or the Magi. That's okay. For those who like the ideas, but feel it doesn't fit their vision, I suggest just changing the name of the magic to something else. That will allow this new mystic style to exist without ruining anyone else's vision.


Mosaic Magic

"Before you can create, you must first destroy."

-Basic Principle of Mosaic Magic


An ancient form of magic that's all but forgotten on the Palladium World, save for on the island kingdom of Phi. Mosaic Magic is said to be related to or a variation of Diabolism; and this holds some truth. Like Diabolism, Mosaic Magic takes time to prepare in order to be effective, and it requires magic symbols in order to use it. However, more accurately, Mosaic Magic isn't similar to any one form of occult study, but a combination of several.

Mosaic, by definition, is a picture or decoration made up of several diverse elements. In this way Mosaic Magic truly lives up to its name in more than one way. The same as a mosaic picture is made up of several different pieces, so too does Mosaic Magic take aspects from almost every other mystic study to make a new masterpiece. Weaving all these pieces together takes a great deal of skill, and masters of Mosaic Magic always refer to it more as art than as magic. For this reason all practitioners of Mosaic Magic are skilled artists. Before a student learns a single magical technique, skilled and creative use of art must first be demonstrated. This takes many years, sometimes a lifetime, of apprenticeship before they learn any magic.

Once advancing to the point of learning magical disciplines, the first lesson of the apprentice is that destruction is necessary for creation. The builder destroys the mountain to create the castle and city the same as a palladin destroys evil to create peace, this is the path of all things. So too must a mage be ready to destroy to create something new, something better. Destruction is not evil, but necessary. This philosophy must be embraced in order to understand and advance within the art of Mosaic Magic.


The Magi

On the island kingdom of Phi, there's a mysterious group of Elven men of magic (no females allowed!) known as the Magi. The Magi are based in the Citadel of the Sun, an ancient fortress built during the golden years of the Elven Empire. Resting atop the highest peak of Mount Phi, basking in the warm sunshine high above perpetual fog, the Magi managed to stay out of the Elf-Dwarf War and the Millennium of Purification that followed. The Magi, creatures of habit and tradition, haven't changed a single aspect of their mystic arts since its foundation. That means that their Mosaic Magic has remained in its purest form for over 10,000 years.

Sitting upon their lofty perch with an air of mystery about them, little is known about the Magi, though rumors abound. There are whispers among the natives of Phi that the Magi are the ones who keep the island in an eternal fog; and they who control the reefs. If true, then this may have been a measure taken to help keep them hidden during the Elf-Dwarf War and the madness that followed. Then again, the reason could be something far more sinister, and perhaps the reason the inhabitants only speak of it in secret when they think no one else can hear them. Some even say that the fog serves as the eyes and ears of the Magi, for they can see and hear whatever happens within its all-consuming gray cloak.

Other rumors suggest that the Magi possess knowledge of history and the forces of magic unequaled by any other, except for possibly the Land of the Damned. There's even a rumor that the Citadel of the Sun is another of the great libraries akin to the Library of Bletherad, but specializing in magic. Whether fact or fiction, the truth remains that many people come to Phi seeking the council of the Magi and/or hoping to learn some of their arcane secrets. How many actually gain the answers they seek or ever leave the island again is another matter entirely.

Designer Note: Even though the Magi are the last holders to the secrets of Mosaic Magic, further details on them will not be given at this time. This article is designed to focus on a few of the uses for Mosaic Magic (Chimera, Homunculus, and Eye of Sealing), not to give every aspect of it or end up a full world book.


Across the Megaverse

During the Millennium of Purification, as the Elves and Dwarves attempted to purify all the dark magic from the world, Mosaic Mages sought to preserve their art at all costs. While the Magi managed to survive atop their fortress in the Citadel of the Sun, not all Mosaic Mages were so lucky. To keep their magic alive, they hid their notes from their persecutors, some even going so far as to hide their notes on other worlds!

This means individuals in other dimensions, such as Rifts or Beyond the Supernatural, may find these notes. Even though they may not be able to recreate Mosaic Magic in its entirety, they may be able to create some aspects such as creating chimeras or Homunculi. Somebody finding and using these notes to recreate some of this lost and forbidden art can be a great avenue for adventure, either stopping the mad practitioner or trying to unlock secrets thought to be lost to history.



Mosaic Magic combines several different magical arts into one unique form, and in this regard a chimera may best represent this art. A chimera, by definition, is a fantastical beast made up of several different animals. The term chimera can also be used to refer to a specific creature known as the Chimera, a mystical beast that is part lion, part goat, and part dragon. Rumors have often suggested that the Chimera is an accidental creation of a Summoner who described what he wanted as, "The strength of a lion, the vileness of a goat and the breath of a dragon." That Summoner then became the Chimera's first victim.

With their ability to create beasts made up of several different types of animals, the Chimera is more likely the creation of Mosaic Magic, which in addition to Diabolism and many others also takes elements of Summoning into its art. The Chimera is quite possibly the first chimera created through this process, and why it continues to hold the same name. Other mystical beasts that appear as an odd amalgam of parts such as the Gryphon, Manticore, and Sphinx are also suspected as being potential experiments of a Mosaic Mage.

Creating a chimera is a far more difficult task than just taking a couple of animals and fusing them together. There's a delicate art and science to it, often taking countless of failed experiments before the desired affect is reached or the mage gives up entirely. Failed experiments tend to be misshapen and deformed, take the worst qualities of all the animals, exist in perpetual pain, and/or possess undesired side effects. These failed experiments are generally destroyed, though some manage to escape or are released to see how it'll react to its environment, a type of sick and twisted continuation to the experimentation process.


Step 1

The Mosaic Mage must take the time to draw a minimum of three circles. All of them are similar to Summoning Circles as a base, but then vary as if spliced with a variation of some Power Circles and various Mystic Symbols. These circles are placed in the same pattern, regardless of their exact design. There's a center circle, that contains elements of the Power Matrix, and around it the other circles are evenly spaced. If only two additional circles, then all three effectively form a straight line. There may be up to five additional circles (six total), the final making a pentagram shape around the center.

While the center circle is the key to the process, the outer circles are the hardest to perfect. These circles represent the animal to be fused and the quality to be transferred into the chimera. So the force of a lion, the insanity of a goat, and the power of a dragon will all look very different, taking elements from the Power Circles and mixing them for the desired effect. The symbols and circles must be further customized to attune to the animal and the precise measurement of the trait. This involves artistic talent as well as Advanced Mathematics skills to find the exact shape and symbol structure. As a result, each Chimera Circle is unique.

Note: Though the basis for this process involves Circles, a Summoner cannot create the proper circle or mystic symbols to create new Chimera Circles. This is a unique trait to Mosaic Mages. A Summoner can, however, see a successful Chimera Circle and repeat the process to create more. The copied Chimera Circles will only repeat the same process, and cannot be used to make different chimeras. Similar, Chimera Circles are so varied from the circles of a Summoner that Mosaic Mages cannot use Summoning Circles or traditional Power Circles. They are limited to their Chimera Circles, their specialty.


Step 2

Each desired animal type must be captured and placed in the appropriate circle. So if desiring to obtain the strength of a lion, a lion must be obtained and placed in the Chimera Circle designed for it. Lions and eagles have remained popular animals for these experiments for ages. While traits of a dragon may be highly desired, capturing a dragon is far more difficult and few Mosaic Mages ever accomplish such a task in their lifetimes, not even in an elven lifetime.

Note: To keep their art in secret, the Magi on Phi have limited their animal selections to what they can easily obtain. Attempts to obtain unusual specimen can raise suspicion, something they do not want. Exotic animals not native to the island of Phi may be requested as boon for a favor to a nation, or even to an adventuring party they've helped.


Step 3

The center Chimera Circle, known as a Chimera Key, remains empty. Once all the circle creation is completed and all the animals obtained, the Mosaic Mage speaks the power words and channels his P.P.E. into the Chimera Key. This activates all the connected circles, similar to a Power Matrix. All the other animals are magically destroyed, as if never having existed! The transferred essence from each is then combined and forms a new creature within the Chimera Key. If the process was a success, then the experiments can stop, or repeat the process to create more of the desired chimera type. If a failure, see Step 4.


Step 4

Unfortunately more chimera experiments fail than succeed. As a result, something horrible and monstrous is far more likely to appear than what the mage attempted. If the experiment yielded undesired effects, destroy the experiment. A quick and clean kill is preferred. This allows the Mosaic Mage to study the failed experiment and see where he went wrong. The Biology skill is useful for dissections. Learning from the mistake means the death of this poor creature served a useful purpose. If a clean kill is not possible, then destruction by any means necessary.


Step 5

Study the failure to see where it went wrong. Learn from it, and make the proper adjustments to the circles to fix the problem. This could involve adjusting part of the shape, the mystic symbols involved, the placement, or any number of tiny little details. Complicating matters more is that fixing one mistake to a circle can cause problems in a different circle that had been working perfectly before. This creates a very delicate and difficult balance to maintain. No matter how many times a Mosaic Mage checks the math there are always chances for unforeseen side effects. That is why creating chimeras is an imperfect art, and must be tried again and again until the final results lives up to the artist's vision.



Crossing the magical principles of Golems, Necromancy, and the mystic symbols of Diabolism, the Homunculi are a mix of clay bodies and human remains. These artificial humans are typically created as magical servants, often helping gather materials or serving as a protector that never sleeps. Though the reasons remain undocumented, the Magi have a rule that all Homunculus must be crafted as the same gender as its creator.


Step 1

The Mosaic Mage must first sculpt a humanoid body out of clay. Their proficiency in art helps to determine how beautiful the body appears. All Homunculi start at a base P.B. of 10. On a successful roll, every additional 5% (round down) the Mosaic Mage passes by add an additional +1 to the P.B. For a failed skill check, every 5% (round up) failed by the Homunculus receives a -1 to P.B.

As an example, if a Mosaic Mage with an Art skill of 50% attempts to create a Homunculus he must make a skill check. If he rolls a 42% (passed by 8%, round down to 5%), the Homunculus receives a +1 to P.B. (P.B. 11). If he rolls an 88% (failed by 38%, round up to 40%), the Homunculus receives a -8 (P.B. 2!). The lowest possible P.B. for a Homunculus is 1, meaning extremely ugly. Mosaic Mages who have created hideous Homunculus have been known to discard them, repulsed by their very appearance. Unfortunately, the true P.B. of a Homunculus often cannot be determined until its creation is finished, either because of the mage's vanity in doing no wrong, or because of flaws that aren't apparent until the clay is made flesh.


Step 2

Next the Mosaic Mage will begin to include humanoid body parts into the creation to complete it. Selection of the body part is an important step, as the parts chosen will be reflected in the Homunculus. Body parts are preferred fresh (within 24 hours after death), though older parts can be used if necessary (up to one week). Methods of preserving body parts to prevent decay can be used to prolong this time window, allowing a clever Mosaic Mage to save the body parts for his ideal creation.

A pair of eyes, typically humanoid, are selected next and placed into the clay body. While this step is optional, most Mosaic Mages will complete it. Without the eyes, the Homunculus appears empty and lifeless, with unblinking and soulless eyes always watching (-2 to P.B., minimum P.B. 1). This tends to be unsettling, while implanting real humanoid eyes makes them feel more real and helps sell the illusion. The eyes chosen grant the Homunculus the abilities as the original's owner/race. So a person with poor vision (such as a man with glasses) will give the creation poor vision, while exceptional hawk-like vision or nightvision will also carry on to the animated servant.


Step 3

The next step is finding a suitable brain and placing it into the clay body's head. Selection of the brain is perhaps the most important step. Since these Homunculi are often designed as servants and/or lab assistants, a high intelligence is desired. However, a perfect transfer isn't possible, and some intellect is lost. I.Q. is equal to the original, -1D4. The freshness of the brain is believed to be a key element to how much of the I.Q. is preserved. Even though the brain once belonged to a living person, the Homunculus is not a mortal, flesh and blood being. All memories and free will are lost in the transfer.


Step 4

The final body part implanted is the heart. This is an essential component to giving the Homunculus life, and also determines durability. Hit Points are equal to the previous owner's, and then multiplied by 10. So if in life the character had 30 Hit Points, then the Homunculus will have 300! Finding the best heart possible can be a difficult task, as some people are tough (lots of S.D.C.) but lack a strong heart (low Hit Points), making it difficult to accurately judge.


Step 5

Once all the parts are added, the Mystic Symbol of Sun, representing life, is drawn with the mage's blood on the clay construct. This mark is referred to as the sigil. The Mosaic Mage must then touch the sigil and utter the magic words. Once the incantation is complete, a portion of the mage's P.P.E. is transferred into the Homunculus, giving it life. A minimum 1D6 P.P.E. must be transferred into the Homunculus, but more can be transferred if desired. 2D6 or 3D6 P.P.E. is ideal, more if the Homunculus is intended to use magic.

The mage cannot recover this P.P.E., as it remains infused with the Homunculus for the remainder of its life. Only upon the death of the Homunculus is this P.P.E. released. While the P.P.E. will naturally return to its creator, it's possible for another practitioner of magic to steal it! If another magic user kills the Homunculus and is prepared, such as in a sacrifice, the other magic user can take the energy and add it to his/her base. This means the enemy practitioner has just permanently increased his/her base P.P.E. with the stolen P.P.E. of the Homunculus, leaving the Mosaic Mage unable to ever recover the energy he gave to his creation.

In the cases of a Homunculus outliving its creator, it's common for them to fall into a depression. With their creator gone, they no longer have a purpose in this world. As such, it's typical for Homunculi without a master to kill themselves, often choosing death by funeral pyre. Upon such a death, the P.P.E. is returned to the world around them.



Attributes of Note (1D6 P.P.E.): I.Q. see creation process (brain), P.S. 10, P.P. 8, P.E. 15, P.B. see creation process (art), Spd. 6

Attributes of Note (2D6 P.P.E.): I.Q. see creation process (brain), P.S. 15, P.P. 12, P.E. 25, P.B. see creation process (art), Spd. 12

Attributes of Note (3D6 P.P.E.): I.Q. see creation process (brain), P.S. 20, P.P. 16, P.E. effectively unlimited (never fatigues), P.B. see creation process (art), Spd. 18

Size: Average around 6 feet (1.8 m), but no smaller than 4 feet (1.2 m) and no taller than 8 feet (2.4 m).

Horror Factor: None.

Natural A.R. (1D6 P.P.E.): 4 (same as humans).

Natural A.R. (2D6 P.P.E.): 6.

Natural A.R. (3D6 P.P.E.): 8.

Hit Points: See creation process (heart).

S.D.C.: 25.

Attacks Per Melee: 2, or per hand to hand training.

Damage: Standard; same as a human.

Bonuses (1D6 P.P.E.): None.

Bonuses (2D6 P.P.E.): +1 to strike and parry.

Bonuses (3D6 P.P.E.): +1 on initiative, +2 to strike and parry, +1 to dodge.

Skills of Note: All Homunculi magically understand and speak the Native Tongue of their creator at 90%. While the Homunculus may be able to follow commands and demonstrate an excellent memory, unless 2D6 P.P.E. or more was spent at the time of creation, the Homunculus will never learn additional skills regardless of intelligence. A 1D6 P.P.E. Homunculus is little more than an animated puppet, able to carry out specific and direct commands, but little else. Though speech is possible, their words and thoughts are always simple such as "yes," "right away," or "someone is at the door" and always spoken in a flat, dry tone. Speech will always be in response to direct questions or orders, and not a sign of free will or thought.

If 2D6 P.P.E. or more is infused into the Homunculus at creation, further learning is possible. At this point, I.Q. becomes the greatest limiting factor. A Homunculus with an I.Q. of 8 or greater will also know Land Navigation 60% and Mathematics: Basic 80%, as well the ability to communicate on an intelligent level. The Homunculus is also able to select two skills of choice. Select an additional two skills at levels two, four, six, eight, ten, twelve, and fourteen. All new skills are selected at base proficiency with no bonuses, other than possible I.Q. bonuses.

These skills may be selected from any category, with only two restrictions. First, the Homunculus must meet all the requirements. This means that a Homunculus can not learn the Writing skill before it learns Literacy. Second, level one skills must be either known to the Mosaic Mage (who implants it magically) or retained in the brain (from its past life). This means the Mosaic Mage cannot take a random warrior's brain and make the Homunculus skilled in Forgery, unless that warrior was proficient or the Mosaic Mage creating it is.

This is another reason why selecting the brain is such an important task. If the practitioner creating the Homunculus wants a lab assistant in further Homunculus experiments, he may search for a brain of someone who had been a Healer, because that'll provide useful medical knowledge. Skills gained from advancement (level two and higher) do not need to meet this second restriction, if the Homunculus can find someone willing to teach/train it the desired skill.

If 3D6 P.P.E. or more is spent in the creation process, the Homunculus can also magically understand and read all languages, but cannot speak or write them. This ability only allows for magical comprehension of these words, but communication remains one way. In order to truly communicate both ways, the Homunculus must learn the proper skills. However, their magical comprehension does allow them to pick up language skills quicker. In addition to the skills granted by 2D6 P.P.E., the Homunculus may select one language or literacy skill at levels three, six, nine, and twelve.

Special Abilities: Bio-regenerate at a rate of 1D6 Hit Points per melee round, impervious to poisons, drugs, disease, heat, and cold. Even though they look human, Homunculi do not age or need to eat, drink, breathe, or sleep, and their only desire is to serve their creator/master making them difficult to influence. Defeating a Homunculus is possible by depleting all of its Hit Points, but it will completely regenerate within 12 hours unless a piece of iron is stabbed through its sigil (see Weaknesses below) or burning its body to ashes via funeral pyre.

Weaknesses: Iron through the sigil of the Homunculus equals death, regardless of how many Hit Points may remain. Whether it's a sword or a nail, the iron dispels the magic animating the creature, killing it instantly. To help protect against this vulnerability, each Mosaic Mage tends to put their sigil in a different location on the body. However Mosaic Mages do tend to be creatures of habit, and if the sigil on one of the mage's Homunculus can be found, there's a good chance that the sigil will be in the same location on any other Homunculus created by the same mage. Placement of the sigil, in many ways, is like the Mosaic Mage's signature.



An excellent example of someone finding these notes is Victor Frankenstein. He created his monster (sometimes referred to as Frankenstein) with a combination of science and notes found on Mosaic Magic. He crafted a clay body and added parts of the deceased to complete his Homunculus, creating life! However Victor Frankenstein may have had the notes and research, but unlike true Mosaic Mages he lacked the artistic skill. When he saw the ugly monster he created, he discarded it and brought about the next series of events. After the death of his master, the monster fell into a depression and killed itself via funeral pyre.


Homunculus Variation

Scarecrows are a variation on the Homunculus. While legends tell that it was a mad Alchemist or Diabolist, the "Diabolist" was really a master of Mosaic Magic! Attempting to create a Homunculus without the ghoulish behavior of cutting up the dead, he came upon the method to create Scarecrows. In a way he succeeded, but almost all his creations were evil and lacked a more direct means of control. Believing his method the moral high ground, he made a small army of these monsters before finally being slain. It's said even with his dying breath he questioned his executors which was truly the greater evil. After his death, the Mosaic Mages made sure to destroy all his notes on their creation method so the process could never be repeated.


The Summoning Eye

Supernatural beings are not a part of our existence, but denizens of some alien reality. When they come to the Palladium World or any other mortal dimension, they must find a way to link themselves to that world. The exact method of linking varies, but it is this link that allows them to create a body in the mortal realm. When slain outside of their home dimension, their link is broken and the essence of the being is forced back to its native environment. Meanwhile its body in the mortal world dissolves within 1D4 minutes, leaving no evidence that it ever existed at all. Though the being cannot return for decades, often 1D8x100 years, it leaves the supernatural being alive and able to return one day in the future. For some, that is not good enough. Mosaic Mages found a way to change those results.


Step 1

Upon the slaying of the supernatural being, its mortal body starts to disintegrate. That leaves the Mosaic Mage only 1D4 minutes to act, but that can be enough. A Mosaic Mage must find one of the creature's eyes in the mushy mess of the melting body, and then insert an Ezo, a type of magic needle (see the Magical Items section for more details on the Ezo). Eyes are viewed as windows to the soul, and by inserting an Ezo through the being's "soul," it helps trap it in this realm for a longer period of time, 1D4 hours instead of minutes. This provides the Mosaic Mage with time to complete the rest of the ritual, which takes approximately two hours. Even with 1D4 hours to work, this still makes the ritual a race against time!


Step 2

A special circle and mystic symbols must be drawn around the decaying body, known as a Sealing Circle. The Sealing Circle must be drawn in humanoid blood. This can be taken from several sources to avoid anyone dying, but other times is all taken from one source, often a victim of the demon's torment who is willing to give their life to see this abomination pay for its crimes.


Step 3

With the still vanishing body in the center of the Sealing Circle, its eye and spirit still trapped by the Ezo, the rest of the ritual may begin. This part of the ritual is known as the Ceremony of Sealing, which involves repeating chants and focusing of mystic energies. While these rituals are best performed with a group all channeling their energies, it can be performed by a single determined Mosaic Mage. Performing the ritual alone is very draining on the individual, and the character is said to be tainted by the supernatural essence they fought to contain. These characters must make a save vs. insanity (12 or better). If performed as a group, with the entire group sharing the strain, there's no need for any saving throws.


Step 4

Once the Ceremony of Sealing is complete, the Mosaic Mage must enter the Sealing Circle with the remains of the supernatural being. Even if most of the being has already disappeared, the very last piece remaining will always be the eye with the Ezo. The Mosaic Mage then takes a ruby carved into the shape of an eye, usually by the Mosaic Mage ahead of time, and places it onto the other end of the Ezo. If the rest of the ritual has been completed properly, the Ezo will mystically pierce the ruby and transfer the supernatural being's essence into the stone. While this won't kill the supernatural being, this effectively traps the supernatural being inside the ruby, preventing it from ever returning home or returning to this world unless it can somehow escape. The ruby is sometimes called a Sealing Stone or, by a very few, the Summoning Eye.


Step 5

Once the supernatural being is imprisoned, the wise next move is to hide the Sealing Stone in a place no one will ever find it, often protected with traps. Those who know the ritual tend to be familiar with these dark forces, and they know better than to play with such dangerous powers. However there are those who seek to harness the being's powers as their own, believing they can control such the supernatural force. It is these few who refer to them as the Summoning Eye.

When slain in the mortal realm, a supernatural being cannot reform its body for a very long time (see above). This time period typically extends passed a mortal life span, often even those of elves. As a result some Summoning Stones may be passed down from generation to generation. Once this time passes though, the Summoning Eye can be used to call forth the supernatural being. The summoning requires a full melee round of concentration and the expenditure of 10 P.P.E. for every 1D6 minutes the being is to be summoned for. After that time, the being must return to the Summoning Eye, unable to exist for longer without it. Of course, once summoned, the supernatural being cannot be forced back into the Summoning Eye until its duration has elapsed, potentially leaving the demon free for several minutes after it's completed its task.

The ruby acts as the demon's true name for purposes of control, or the equivalent of releasing a Jinn from a bottle. Though the supernatural being may shout and utter threats, the being has no power to harm the one holding the stone. Even though the Summoning Eye may control a supernatural being for a time, remember these are still supernatural beings! They do not take being imprisoned lightly, nor do they like some mortal ordering them around.

The longer a mortal tries to control the supernatural being, the more likely things are to end badly. The being will never stop trying to find ways to escape, and demons are known for twisting commands and orders to torment their would-be master. Though the Summoning Eye is made through powerful magic, spells such as Anti-Magic Cloud or Negate Magic can dispel the magic long enough for the supernatural being to free itself. Note: The supernatural being must roll to save vs. magic, 16 or higher, to free itself at these moments. For spells with durations that last more than one melee round, such as Anti-Magic Cloud, the supernatural being may roll once for every melee round (15 seconds) within the area of effect.

The Magi, masters of Mosaic Magic, are rumored to have several Summoning Eyes. These eyes are held by their most senior members, kept safely hidden until they're needed. Then, when the Citadel of the Sun is threatened, these monsters are released at a moment's notice. There are stories that during the Millennium of Purification the elven and dwarven armies managed to make it through all the outer defenses of the citadel, and when they did they were met by an army of supernatural beings who sprung forth to the fortress's defense.

The Elves and Dwarves fought with a fanatic conviction, but after suffering over 70% casualties they finally withdrew, never again to make such an attempt. If such a story is true, then it's just as possible that the Elves and Dwarves destroyed a large number of the Summoning Eyes in their assault, leaving the Magi with but a handful remaining. Due to the mystery of the Magi however, these are only rumors. No one is sure, other than perhaps the Magi, if this battle ever even took place, or if the Magi even have a single Summoning Eye let alone a whole army.


See also

Journey to Phi (for ideas about encountering the Magi)

Ezo (Magic Item)

Pony Wolf (Chimera Creation)

Winged Hydra (Chimera Creation)

Staff of the Crying Demon (Mosaic Artifact)

Eye of the Beholder (Mosaic Puzzle Room)