Gallery of Dark Glass (Deltarune GLOG spells)
Each of these spells is based on a Deltarune boss. If you've played the game, you know which spells belong to which boss. No, none of them are Spamton.
Glaugust challenge 1: Spells of the Evil king. I mean, one is, and another is the king's righte hande manne.
Tyrant’s Chain
For [sum]+[dice] rounds, a chain with a spearlike tip manifests in your hand, the other end wrapped around your waist. This can be thrown with the accuracy of a +[dice] javelin either to damage as said javelin or to wrap around a target, the latter of which only requires to hit AC 10. At the start of your turn, you may automatically deal [dice] damage to whatever you have grabbed, and if they are your size or smaller, you can roll contested STR at +[dice] to yank them closer or throw them around like a ragdoll up to [dice]x10 feet, dealing 1d6 impact damage for every 10 feet thrown if they collide with something. Victims may escape as if grappled by something with a +[dice] str modifier.
Devil’s Pirouette
Can only be cast during a fight or other, similarly tense situation where initiative is rolled. One of the following effects occurs based on the number on the MD you roll. With multiple MD, pick a result. You cannot select an effect that has already happened this fight unless you have no choice, and the first time you do so in a fight, instead nothing happens. Regardless, the innate chaos of this spell sublimates mishaps, hubris, dooms, etc so they do not occur.
- Until the end of the round, attacks against the caster or allies roll damage with advantage
- Swap the current HP of at least two allies of the caster (caster included). Can go above max.
- Immediately roll a random encounter appropriate for the area, rerolling if it would be allied with the caster’s current foes.
- Until the end of the round, damage against the caster and their allies has disadvantage
- Heal [sum] damage to the caster or an ally
- For [sum] rounds, the caster and allies roll damage with advantage.
Search History
As Query the Library, except the book gets returned automatically as soon as you get the answer to a single question out of it or you stop reading it. You can only get the equivalent of [dice] pages of information in total, if the question would take that long to answer. Assume a map takes up two pages. If you try to give it to someone else, it vanishes early.
Rouxls of Engagement
Apply [dice] rules to a given contest, combat, or other such engagement, such as “no weapons,” “no lethal damage,” “must speak in rhyme,” etc. These must be followed by all participants until the engagement is concluded. If cast with 4 [dice], you may instead apply a single rule that only one party must follow.
Black Knife
Summon a sword blacker than night itself in your hand for 10 minutes. At 1 MD, it acts as a sword made of obsidian (+2 damage, ignores nonmetal armor, shatters instantly against anything rigid). At 2 MD, it becomes hard as steel while staying sharper than glass, losing its drawback and gaining an extra +1 to hit and damage. At 3 MD, it becomes hard and sharp as adamant, cutting through most materials with ease and being utterly indestructible. At 4 MD, it becomes metaphysically sharp, treating everything from armor to flesh to solid metal to souls as if it was made of paper and ink for cutting purposes. Ignores all armor, does double damage, ignores all damage resistances ever, can harm the incorporeal. In this form, anything killed or destroyed by the sword is annihilated.
Call Bloodcats
Summon [dice] cat-shaped shadows with pink and yellow eyes and disturbingly humanlike grins. Each one has HP equal to the result of one of the dice, has senses as cat (all cats can see in darkness and the spirit realm), is the size of a hunting dog, and bites for d6 damage. They obey your commands loyally but unintelligently. They persist for one hour, and have up to [dice] of the following traits:
- Sense of smell as a bloodhound
- Size of mountain lions, gaining +2 HP each and a d8 bite
- Can pass through any cracks you could slide paper through
- Name a target; the cats will hunt them until their death, success, you cast this spell again, or they lose the trail for a week/month/year and a day/never. The hour duration no longer applies, but they will accept no other commands besides “kill this target/bring this target to me.”
Spellhammer
This spell is cast as a reaction to another spell being cast at you, and requires you to hold a weapon. Deflect the spell back at its caster as long as its [sum] is less than your [sum] plus weapon damage. This can deflect spells already deflected by Spellhammer.
Fabricated Prowess
This illusion operates beyond normal senses into a more conceptual level, making it seem as if your capabilities are much higher than they should be for 10 minutes. For the purposes of anything that can read stats, you have +[dice]^2 to HD and to hit, +[sum]x2 HP, +[dice] to AC, and your attributes are 15/18/24/30 based on invested dice. Additionally, any spells you cast visually appear as if they had an additional MD invested. For the purposes of actual rolls, the HD mean nothing, the extra HP only absorbs half the damage you take while the rest goes to actual HP, and all numbers apply only against sentient creatures capable of falling for other illusions. Creatures may save to realize your prowess is illusory whenever you make a roll that involves them or, if they are equal or greater in actual statistics to a given one of your false stats, whenever you roll with that stat in their presence. This takes place before the effects of the roll occur. Dragons, gods, and nonsentient things are immune.