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Epic Spell, Cold Anchor to the Soul

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

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Cold Anchor to the Soul
Abjuration [Evil]
Spellcraft DC: 137
Components: None
Casting Time: 1 free action
Range: Personal
Area: 90-ft. radius emanation centered on the caster
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes

To Develop: 1,233,000 gp; 25 days; 49,320 XP. Seeds: afflict (DC 14), banish (DC 27), transport (DC 27). Factors: alter effect from banishment to entrapment (ad hoc +2), increase maximum total Hit Dice affected by 85 (+42), quickened spell (+28), change target to 20-ft. radius area (+10), increase area by 350% (+14), increase spell’s saving throw DC by +5 (+10). Mitigating factors: only affect the souls of those who have died within the area of effect (ad hoc –10), facilitate transport of souls via teleport, planeshift and the like, but do not provide those actual travel-related effects by means of this spell (ad hoc –11), burn 1,600 XP (-16).

As a free action that counts as a quickened spell, the caster sets in place a hellfire-red net of energy that thrums and throbs in a 90-ft. radius, centered on the caster. All creatures in possession of a soul that die throughout the duration of the spell are anchored to the caster, unable to leave for the next plane of existence, and unable to be raised, resurrected, or true resurrected. A soul is entitled to a Will save to negate the effect, but the save DC is equal to 25 + the caster’s spellcasting ability modifier. No more than 100 Hit Dice worth of creatures can be affected per casting of this spell. If the caster travels to another plane, the anchor remains in effect, dragging any souls with him to the new destination.

This spell was originally developed by Mephistopheles.

XP Cost: 1,600 XP.

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