d20 Logo System Reference Document v3.5

Soul anchor

(Magic Item Compendium, page 185)

Price (Item Level): 10,000 gp (12th)
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) enchantment
Activation: Standard (command)
Weight: 3 lb.

Thin iron bands twine around jagged fragments of jet-black obsidian to form the haft of this cruel-looking rod.

When you activate a soul anchor, each creature adjacent to you must succeed on a DC 18 Will saving throw or be unable to move from its current space for 1 round. Creatures that are flying or sinking when the spell takes effect are magically held in place.
However, affected creatures are neither paralyzed nor entangled, so they can fight and cast spells normally.
The power of a soul anchor prevents all voluntary movement that would allow the affected creatures to leave their respective spaces (including teleportation magic or other spells and items that allow movement). However, it does not preclude involuntary movement, such as that resulting from a bull rush. If an affected creature is involuntarily moved out of its space for any reason, the effect on that creature ends immediately.
This ability functions five times per day, but it can’t be activated in consecutive rounds.

Prerequisites: Craft Rod, hold monster.
Cost to Create: 5,000 gp, 400 XP, 10 days.