Death's Door
Death's Door | |
---|---|
Level | 9 |
School1 | Necromancy |
Source(s) | Necronomicon |
Casting noise | 6 |
Spell noise | 0 |
Power Cap | 200 |
Hated By | Elyvilon The Shining One Zin |
Flags | No ghost, Utility |
Renders the caster nigh invulnerable to harm for a brief period, but brings them dangerously close to death in the process. So close, in fact, that the body believes itself to be dead — healing effects will do nothing.
The caster will receive one warning shortly before the spell expires. After expiry, the spell cannot immediately be recast, but with high power the caster will be left further from death when the effect ends. It has no effect on those who are already undead. |
Death's Door is a level 9 Necromancy spell which protects the caster from almost all harm for a while, at the cost of being left with very little HP.
Useful Info
When cast, your health is immediately reduced to power/10
HP (max. 20), but you are rendered immune to all damage for 16-27 turns. Duration depends on spell power and is randomized.
While active, Death's Door also prevents all forms of healing except for 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, respectively).
Casting Death's Door gives you the -DDoor status for the duration of the invulnerability plus 1-3 turns, preventing you from casting the spell again immediately after it wears off.
Undead characters, including those under Necromutation, are unable to use Death's Door. Conversely, you are unable to use Necromutation, Sublimation of Blood, go berserk, or spend HP (such as for Djinni spellcasting) as long as the invulnerability lasts.
Strategy
The best escape spell in the game. Casting Death's Door, then using your scrolls of blinking, teleportation, haste, god abilities, spells etc., will bail you out of almost every situation in the game. You might not even need to use consumables. The biggest threat is silence, though things like -Scroll and being in crowded areas (like the Tomb) can also doom you.
DDoor has a cooldown of 1d3 turns, which is short, all things considered. While you should never rely on being able to recast this spell, it is an option. Using blinking and fog may give you enough time for the cooldown to wear off. In an absolute emergency, it's generally better to cast Borgnjor's Revivification instead.
As a level 9 support spell, Death's Door is usually too expensive for a 3 rune game. In addition, it's incompatible with Necromutation and the good gods, which are both great for extended. If you can get past the strategic costs, however, then it is a really powerful emergency spell.
Tips & Tricks
- Remember that Death's Door costs 9 MP to cast. If you need to use other spells to live, make sure you don't run out of MP in the process. Otherwise, you could be delaying your fate.
- If you're in lichform and want to use Death's Door, you can use your Ability to end the transformation. Beware that this takes a turn to function.
- You get one warning before the DDoor status runs out, when ~5 turns are left:
Your time is quickly running out!
History
- Prior to 0.26, Death's Door was a level 8 Charms/Necromancy spell.
- Prior to 0.19, Kikubaaqudgha worshippers were left with piety/15 extra HP and some monsters were able to cast it.
- Prior to 0.7, being healed in any way while using Death's Door caused confusion.