Spirit · defensive

Soul Rescue

Soul Rescue is a reaction to the moment when an ally would just drop to zero Hit Points. It can be a significant point in an adventure when a hero's future is at stake. The spell intervenes at that specific moment and leaves the hero at one Hit Point. It is not ordinary healing or an unlimited route back after every defeat.

It can be used only once per adventure, and the target must be within sight. It cannot be applied afterward to someone who was already at zero. The rescued ally remains vulnerable and needs further help or a safe approach. The party must therefore follow up on this moment rather than assuming everything is resolved by a single casting.

Exact effect: Instead of dropping to 0 HP, the target remains at 1 HP. This is not healing and cannot be used on a target already at 0 HP. Bonus: does not increase PDEF or MDEF. Target: 1 ally within sight who would just drop to 0 HP. Duration: instant reaction. Restrictions: once per adventure. Using it requires at least Intelligence 11 and Level 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Soul Rescue
Spell illustration • SpiritSoul Rescue
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Spirit
Type
defensive
Min. Intelligence
11
Min. Level
7
Bonus
does not increase PDEF or MDEF
Target
1 ally within sight who would just drop to 0 HP
Duration
instant reaction
Restrictions
once per adventure
Exact effect
Instead of dropping to 0 HP, the target remains at 1 HP. This is not healing and cannot be used on a target already at 0 HP.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.