This can most definitely be done with eventing and a little bit of event-scripting to make things faster or more dynamic.
- How exactly are you activating the spell?
- Is it a button press on the map, or using it in the menu?
- How far is the player from the door when they can activate this spell?
- Are you also using a pixel based movement script or just the default?
Depending on those I'd have specific solutions~
From Menu, one space(I know how to make the spell only work in certain places, so that's not the problem), and no, the default.
To ksjp: That's not exactly what I want, but that would be great for other things, like making different regions have their own random encounter rate, and it would be a more efficient way to have special effect terrains(pit falls, varying damaging tiles, and secretly hidden events in general). Hmm, you know what, I could make good use of this, while not for what this topic wanted, this will fix a problem I perceived(not being able to set different dmg values to different tiles for example), and allow me to do some things I was planning to impliment more efficiently, so thanks.
To Cozzer: I thought of that ages ago, but I wanted to see if there was a non-scripting way, to make a "real" Open Spell, not just a simple condition branch, with a choice, as the condition branch/choice route is tacky to say the least..
Bah It's no big deal I suppose, since I'm gonna mainly use keys anyway, I just thought this would be a nice option , but damn I never thought this simple spell would've been such a problem with eventing(you can do things so much more complex then this with eventing, but evidently I happened upon a oversight limitation, a little crack if you will, in the versatility of the event commands), so I'll probally let the idea go.