Sometimes clerics face terrible dilemmas. Death does not pass over the colleagues of those who cannot yet raise the dead, and this spell helps lessen the loss. Cast over a recently deceased body (or parts thereof), the spell asks if the soul wishes to remain or depart. If the soul wishes to remain, the caster then fashions a small shrine to house the remains and binds the soul to them. So long as the spell lasts, the soul remains in the shrine, and may only be contacted or targeted by other spells there. The soul may flee at any time.
The price of this spell is high, as souls naturally drift away after death. Reining them back in is a difficult process. For every day that goes by, someone must sacrifice an amount in experience points, hit points, or shilling value, doubling in value for each week past the first. Though the process begins with 1 experience point, hit point, or shilling, the strain of paying the needed price often quickly grows to be too much, and the soul departs.