? Spells

Varget Spell Language

The Varget spell language used in Oubliette was created by David Emigh, a graduate physics student at the University of Illinois, and also an amateur linguist. He created a language just for the game, including carefully deriving word roots, so the spells have a consistency and poetry. It is similar to what Tolkien did with his elven language, except that, according to legend, Tolkien created the language first and then developed a story around the language, while David crafted the language to fit Oubliette.

SPELL Meaning Mage Priest Combat/ Passive Target Action Caveats
GOR - Thought
Nargor Nar = Not, Gor = Thought; sleep
x
Combat
Yes
Can sleep up to 16 Level 1 monsters, 6 Level 2's, 3 Level 3's, or 1 Level 4 Monster. No effect on higher level monsters.
Geigor Gei = Air, Gor = Thought; confusion
x
Combat
No
Confuses monsters and makes them go away. Works on all monster groups. No effect on monsters higher than Level 10
Morfiegor Mor = Direct, Fie = Fire, Gor = Thought; Charm humanoid
x
Combat
Yes
Charms 1 Humanoid monster.
Mortokgor Mor = Direct, Tok = Earth, Gor = Thought; Charm monster
x
Combat
Yes
Charms 1 monster of any type
Dumafiegor Duma = Control, Fie = Fire, Gor = Thought; Control humanoid
x
Combat
Yes
Holds up to 4 Humanoid monsters. Held monsters can escape at the beginning of each battle.
Dumatokgor Duma = Control, Tok = Earth, Gor = Thought; Control monster
x
Combat
Yes
Holds up to 4 monsters of any type. Held monsters can escape at the beginning of each battle.
Minagor Mina = Wound, Gor = Thought, fear
x
Combat
No
Frightens monsters. Works on all groups.
KARPA - Summon
Karpafier Summon, Fire - weakest summons
x
Combat/ Passive
Summons 1-4 monsters from Dungeon Level 4 to fight for the player. Summoned monsters can escape at the beginning of each battle. In melee, they become the companions of first two fighters. If magical, become companion to mage.
Karpageir Summon, Air - stronger summons
x
Combat/ Passive
Summons 1-4 monsters from Dungeon Level 5 to fight for the player.
Karpasom Summon, Water - stronger summons
x
Combat/ Passive
Summons 1-4 monsters from Dungeon Level 6 to fight for the player.
Karpatok Summon, Earth - stongest summons
x
Combat/ Passive
Summons 1-4 monsters from Dungeon Level 7 to fight for the player.
MINA - Wound
Minat Mina = Wound, Light Wound
x
Combat
Yes
Does damage to one monster according to player's level.
Minatok Mina = Wound, Tok = earth; Heavy Wound
x
Combat
Yes
Does damage to one monster according to player's level.
Minabor Mina = Wound, Bor = rods
x
Combat
Yes
Does damage to one group of monsters according to player's level. Damage is divided among one group of monsters.
Kominah Ko = close, Minah = wound; Light heal
x
Passive
Yes - Party
Light cure or heal
Kominasom Ko = close, Mina = wound, som = water; Heavy heal
x
Passive
Yes - Party
Heavy cure or heal
Kominatok Ko = close, Mina = wound, tok = earth; Full heal
x
Passive
Yes - Party
Full cure or heal
ALITO - Death
Alito Death, has group effect
x
Combat
Kills all monsters in room. Spell can fail.
Fehalito Feh = point, alito = death
x
Combat
Yes
Points death at one monster. Spell can fail.
Koalito Ko = Close/Heal, Alito = Death; Resurrection
x
Passive
Yes - Party
Resurrect a player with 1 hit. Player's constitution will drop by 1.
Kominalito Ko = Close/Heal, Min = Wound, Alito = Death; Close death wound; A Full Raise
x
Passive
Yes - Party
Closes wound which caused death. Player resurrected with full hits. Constitution unchanged.
Kotier Ko = Close/Heal, Tier = Distress; Cure
x
Passive
Yes - Party
Cures/Heals poison or paralysis.
FIE - Fire
Narfiet Nar = Not, Fiet = Fire, Ice Storm
x
Combat
Cold damage on all monsters. Spell can also damage party.
Fieminat Fie = Fire, Minat = Wound; Fireball
x
Combat
Fire damage on all monsters. Monsters that are fire resistant take less damage. Spell can damage party.
Fieminamor Fie = Fire, Mina = Wound, Mor = Directed; Controlled Fireball
x
Combat
Fire damage on all monsters. Spell will NOT damage party. Monsters that are fire resistant take less damage.
Fieshef Fie = Fire, Shef = Shield, Wall of Fire
x
Combat
Frightens monsters with fire. Will not damage party. Will not work on Mythical, Dragon, Enchanted, and Demons.
Fieal Fie= Fire, al = Life; Fire Life, Haste, Rapid Movement
x
Passive
Yes - Self
When in effect, increases the dexterity of player. Limited duration.
SHEF - Shield
Tokshef Tok = Earth, Shef = Shield,
x
Combat/ Passive
Yes - Self
Increases the effective defense of the player.
Bonashef Bona = Party, Shef = Shield
x
Passive
Increases the effective defense of the entire party.
Etishef Eti = Blade, Shef = Shield; Wall of Blades
x
Combat
Damages all monsters according to player's level. Spell cannot damage Party.
Fietokshef Fie=Fire, tok = earth, shef = shield; Fire Shield
x
Combat/ Passive
Protects Player AGAINST Fire. Cannot be cast on another player.
GEI - Air
Geitorga Gei= Air, Torga = ground, Levitate
x
Passive
Protects player from falling into a pit. Cannot be cast on another player.
TorgaFier Torga= ground, Fier = Fire; Teleport
x
Passive
Teleports party up or down levels. Parties of 4 or less can move 3 levels. Parties of 5-6 can only move 2 levels. Parties greater than 6 can move only 1 level.
Itogeit Ito = ill, Geit = Air; Cloud of foul gases
x
Combat
Destroys ALL monsters less than level 8. Destroys ALL players less than level 8.
Pictageit Pic = Light, Geit = Air; Lightening Bolt Storm
x
Combat
Damage to all monsters according to player's level with 50% chance of hitting each monster Can damage the party.
Geibor Gei = Air, Bor = Rod; Air Missile
x
Combat
Yes
Damage to one monster according to player's level.
Konarbona Ko = Close, Nar = not, Bona = party; Dispell
x
Combat
Dispells all the monsters. Spell can fail. Only works on Undead and Demon types.
Narvaybona Nar = not, Vay = see, Bona = party; Invisibility
x
Combat/ Passive
Makes party invisible. When invisible, will not get into encounters with monsters. Exceptions - Undead and Mythical
Iptonarvay Ipto = self, Nar = not, Vay = see; Invisibility
x
Combat/ Passive
Makes player invisible. Invisible player will be moved to back of party in combat and not be target of monsters. Exceptions - Undead and Mythical
PIC - Light
Skorpic Skor = End, Pic = Light; Light of the end.
x
Combat/ Passive
Damage to all monsters according to player's level. Spell will not damage the party. 50% chance of hitting each monster
Narpic Nar = Not, Pic = Light; Darkness
x
Combat
Allows party to escape battle with monsters less than level 9. Exceptions - Undead, Mythical, Dragon, Enchanted, and Demon. Entire party forfeits any treasure.
FEH - Point
Iptofeh Ipto = self, Feh = point; Determine level or location
x
Passive
Determines players' location in the dungeon. Marks position on map.
Fehtier Feh = point, Tier = Distress; Detect Trap
x
Passive
Detects/disarms a trap on a treasure chest and opens the box.
IPTO - Self
Mohipto Moh = Home, Ipto = Self; Transport
x
Combat/ Passive
Transports party up one level higher in dungeon. If the party is in battle, the battle is cancelled.
Altatok Alta = Strength, Tok = Earth; Increase strength
x
Passive
Yes
Increases the strength of the player.
Sheinoget Sheino = Holy, Get = Word; to damn
x
Combat
Calls upon the Priest's god to damn his enemies to Hell.

Spells
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