Shadow Rift modification

- No portals in rented rooms. This fixes a bug that allowed players to
raid private rooms and loot chests. Also, rented rooms are the only
private areas in the entire game, lending special abuse to portals made
there.

This is just an initial step. I think it's clear Shadow Rift needs some sort
of fundamental change. Right now portals are just a ridiculous and abusive
economic advantage.

I'll have something up to modify Shadow Rift soon. Probably ditching
the prism aspect, because non-pvp prism spells are really just a layer of
mule abuse requirement. If this spell is going to exist at all, it should
be pvp-related, available to everyone, and fun.

Oh Shadow Rift, you're my favorite spell, but I knew this day would come.

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Here is my solution:

A level 6 Qor spell sold by Zuxana, intended to replace Shadow Rift.

Death Rift is a mobility spell that fits in deliciously with Qor's lore
and character. A player casting Death Rift in a safe area will be
transported to the Underworld, where he may use any of the typical town
portals. If he has cast Death Rift in an unsafe location before, that
location will be bound to his character, and the random Hell Portal will
show the name of his bound location and send him there instead of a
random inn. This portal is player-specific: it will only show random inns
to anyone else. The cast time is 60 seconds, dropping to 10-12 seconds
at full spellpower. The cost is 20 mana, 50 vigor, same as Elusion.

In this way, we eliminate the mule-based prism aspect of Shadow Rift, we
eliminate the problem of portal longevity (Death Rift is one cast per
one use, heavily disincentivizing using it for money runs, as you will be
burning 6 dafs a trip - it just isn't feasible), but without the mule thing we also
make the spell more widely available to non-rich players. At Qor 6, with
this design, I believe it'll be used far more for PvP purposes than
farming exploits. The symmetry is that Shals have Rescue to go safe,
while Qors have Death Rift to leap into combat *from* a safe place.

Finally, Death Rift warns players in the target location, so PKs will
not simply appear out of thin air if they use this spell. The warning is
a bold text message and a portal sound centered on the bound location.
The sound is a little quieter than a normal spell cast, and won't be
heard if it's far enough away from the player, but they'll always
receive the text message.

Angeled characters may not cast this spell. This spell follows
CanHavePlayerPortal restrictions preventing its use in major puzzles or
guildhalls, and cannot be used in newbie or guest areas.

Players that log off in the Underworld using this spell will be deliveranced
when they log back in. The flag that tracks protection from the Underworld's
penalties is removed if the player enters ANY non-Underworld room, to
completely shut down any possible problems or exploits.

As for lore, ain't it great? You're a level 6 Qor master and you're literally
travelling through the Underworld for shortcuts. Can't get more fitting than that.