Cost: variable POW
Casting time:
A powerful Elder spell that weakens many Mythos agents and servants. The spell requires a large sacrifice of POW (differing versions vary the amount required). A great sigil of the Eye is worked into a hard, natural substance, such as granite, and then fixed on a high place in the area to be warded. The Eye must be created in the afternoon before the full moon rises. At moonrise, the blood of an innocent (someone without Cthulhu Mythos knowledge) must be used to fill the pupil of the Eye once per hour until the dawn (only a few ounces of blood are actually needed).
The participants must chant as the first blood is given, repeating aloud a phrase that sounds something like, “SAMA, SA-MA, TE-YO, SA-MA” till the dawn. The ward requires POW from the people chanting (not necessarily given with their knowledge). Each hour of the chant, the Eye leeches 5 POW from each participant until the exact amount of POW has been absorbed.
Those losing all of their POW drop dead. If the POW is not accumulated before dawn the activation fails, all leeched energy is lost, and the procedure must be started again from scratch. The Keeper shouldn’t say what is happening until the creation of the ward has succeeded or failed; only then should the players be instructed to mark off the total losses (secretly recorded by the Keeper).
If enough POW is gathered within the time limit then, when the moon next rises, the pupil of the Eye is activated and glows briefly. Thereafter, the symbol cannot be removed by physical or regular magical means. When nearby, those who created it (and only they) can see a dim nimbus emanate from the Eye.
The Eye of Light and Darkness is powerful. It weakens agents, monsters, and minions of the Outer Gods and Great Old Ones who enter the area it protects, damaging such “servants” at the rate of 1 magic point per hour (which they cannot regain until they leave). A servant losing all magic points while in the Eye’s area of effect completely disintegrates. Contact, Call, and Summon/Bind spells may not be cast within the view and reach of the Eye. The Eye’s power operates in a 10-mile (16 km) radius.
To destroy an Eye requires the original spell used to fashion it. In most cases, each Eye is unique in terms of the chant and rituals required to create it (usually based on the locality of the casting). Complex deductions and years of painstaking research are needed to reverse-engineer the creation spell in order to turn it to the destruction of the Eye. Such Elder magic is exceedingly rare and only the unwise would dare to tamper with such matters