Difference between revisions of "Death's Door"

From CrawlWiki
Jump to: navigation, search
(Clarified how DD and BR work together)
m
Line 12: Line 12:
 
}}
 
}}
  
{{Flavour|This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death. So close in fact, that the body believes itself to be dead - healing effects will do nothing.<br><br>The caster will receive one warning before the spell expires. Being more skilled in Necromancy leaves the caster more resilient. Undead cannot use this spell.}}
+
{{Flavour|This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death. So close in fact, that the body believes itself to be dead - healing effects will do nothing.
  
[[Death's Door]] is a level 8 [[Charms]]/[[Necromancy]] spell which protects the caster from harm for its duration (around 16-[[27]] turns), but reduces your health to Necromancy/2 + [[Kiku]] [[piety]]/15 [[HP]] (up to 13+13). Death's Door blocks any form healing, except [[Borgnjor's Revivification]]; it will affect you as normal, but will also [[paralyze]] and [[confuse]] you (though [[stasis]] and [[clarity]] can prevent those side effects).
+
The caster will receive one warning before the spell expires. Being more skilled in Necromancy leaves the caster more resilient. Undead cannot use this spell.}}
  
Casting Death's Door makes you exhausted, preventing subsequent casts of it for 1-3 turns. It also prevents [[berserk]] in the same time period, as well as while the spell is active.
+
'''Death's Door''' is a level 8 [[Charms]]/[[Necromancy]] spell which protects the caster from all harm for its duration (around 16-[[27]] turns), but which immediately reduces your health to Necromancy/2 + [[Kiku]] [[piety]]/15 [[HP]] (up to 13+13). Death's Door blocks any form healing, except [[Borgnjor's Revivification]]; casting that will affect you as normal, but will also [[paralyze]] and [[confuse]] you (though [[stasis]] and [[clarity]] can prevent those side effects). Also, you will be unable to fuel [[Sublimation of Blood]] with your own life as long as the invulnerability lasts.
 +
 
 +
Casting Death's Door renders you [[exhausted]] for the duration of the invulnerability plus 1-3 turns, preventing you from casting the spell again immediately after it wears off. This exhaustion also prevents you from going [[berserk]].
  
 
==Strategy==
 
==Strategy==
This spell makes you invincible, but you should be very careful when it ends, since it cannot be re-cast immediately. In particular, one should be careful if there are [[smite]]rs around, since without Kiku they can finish you off in one shot. Characters fighting multiple tormenting monsters may prefer [[Necromutation]] instead, since that at least allows the use of a [[wand of healing]] and leaves you at full health.
+
This spell makes you invincible, but you should be very careful when it ends, since it cannot be re-cast immediately. In particular, one should be careful if there are [[smite]]rs around, since without Kiku they can finish you off in one shot. Sources of [[hellfire]] are even worse. Characters fighting multiple tormenting monsters may prefer [[Necromutation]] instead, since that at least allows the use of a [[wand of healing]] and leaves you at full health afterwards.
  
 
Furthermore, since being under the effect of Death's Door prevents a character from using Sublimation of Blood on its own HP, make sure that Death's Door's 8 MP cost will leave you with sufficient magical reserves to finish the job or that you have some other way of regaining MP. Otherwise, Death's Door may simply be delaying the inevitable.
 
Furthermore, since being under the effect of Death's Door prevents a character from using Sublimation of Blood on its own HP, make sure that Death's Door's 8 MP cost will leave you with sufficient magical reserves to finish the job or that you have some other way of regaining MP. Otherwise, Death's Door may simply be delaying the inevitable.

Revision as of 21:27, 12 June 2013

Death's door.png Death's Door
Level 8
School1 Charms
School2 Necromancy
Source(s)
Casting noise 6
Spell noise 0
This spell is extremely powerful, but carries a degree of risk. It renders living casters nigh invulnerable to harm for a brief period, but can bring them dangerously close to death. So close in fact, that the body believes itself to be dead - healing effects will do nothing.

The caster will receive one warning before the spell expires. Being more skilled in Necromancy leaves the caster more resilient. Undead cannot use this spell.

Death's Door is a level 8 Charms/Necromancy spell which protects the caster from all harm for its duration (around 16-27 turns), but which immediately reduces your health to Necromancy/2 + Kiku piety/15 HP (up to 13+13). Death's Door blocks any form healing, except Borgnjor's Revivification; casting that will affect you as normal, but will also paralyze and confuse you (though stasis and clarity can prevent those side effects). Also, you will be unable to fuel Sublimation of Blood with your own life as long as the invulnerability lasts.

Casting Death's Door renders you exhausted for the duration of the invulnerability plus 1-3 turns, preventing you from casting the spell again immediately after it wears off. This exhaustion also prevents you from going berserk.

Strategy

This spell makes you invincible, but you should be very careful when it ends, since it cannot be re-cast immediately. In particular, one should be careful if there are smiters around, since without Kiku they can finish you off in one shot. Sources of hellfire are even worse. Characters fighting multiple tormenting monsters may prefer Necromutation instead, since that at least allows the use of a wand of healing and leaves you at full health afterwards.

Furthermore, since being under the effect of Death's Door prevents a character from using Sublimation of Blood on its own HP, make sure that Death's Door's 8 MP cost will leave you with sufficient magical reserves to finish the job or that you have some other way of regaining MP. Otherwise, Death's Door may simply be delaying the inevitable.

History

Prior to 0.7, being healed in any way while using Death's Door caused confusion.