|Binds the souls of slain living, demonic and holy creatures, forcing their spectres to remain and fight for the caster for as long as the channel lasts.|
Grants the DChan status for a duration. While active, it raises slain natural, holy, and demonic monsters into spectral things 100% of the time. Spectral things are based on the monster as it was in life.
Each spectral thing lasts for around 81 turns. But if the DChan duration runs out, all spectral things immediately vanish. You cannot recast Death Channel to extend the spell duration.
Increasing your spell power increases the duration of the spell; it does not increase duration of individual spectral things.
This spell, uniquely, works with all other "corpse-destroying" Necromancy spells. You may have DChan and one other necromancy effect work on a monster at any given time. It also works with Gozag's gold touch. However, it does not work with Yredelemnul (who is able to create spectral things).
Like other Necromancy spells, Death Channel is great against crowds. Cast this spell once, kill a few monsters, and you'll have an army of draining spectral things. Devastates large packs of enemies, even in Zot and the extended game.
Other than the MP cost, there is no reason not to use Death Channel alongside Animate Dead, or any other undead-creating spell.
- Prior to 0.29, Death Channel could be recast when active. This did not affect spectral thing duration, but did extend the DChan status.
- Prior to 0.28, Death Channel did not work on holy or demonic creatures, nor creatures that did not leave a corpse.
- Prior to 0.26, Death Channel had a summon duration of 6 (or ~170 turns) instead of 5, and the spectres did not time out once the spell ended.
- Prior to 0.16, the spectral summons would take stairs with you.
- Prior to 0.15, Death Channel had a duration half as long.