User:Ecstasy Amphetamine/sandbox

The Continuum Device is a reality bending artifact in the lore of Dota 2.

Description
Locked away in the confines of the titular vault, the continuum device is capable of manipulating time and space to a great degree, whether it's used correctly or not.

Structure
As shown in the picture hereinabove, the floating Continuum Device consists of two rectangular octagon frames of metal, one of them being larger. The small frame is bound within the bigger frame, both of which twist in their middle without knotting themselves up. These frames twist themselves at different speeds depending on what's happening to it. It may also stop moving. At the middle of the device is an orb with multiple glowing lines on it. Akin to the two frames it's in, the lines move around its surface, depending on what's happening to the device. When the device stops moving, they all converge into one static horizontal line.

Functions and Features
Despite its boundless dimensional power, the Continuum Device is sealed in a mundane packaging. Packed in an ordinary box, the device is tucked in an exclusive and washable nylon drawstring pouch. One would expect such an item of great power to be sealed in an equally powerful box that's ensorcelled with the toughest binding magic, but this device is kept in the same type of packaging that comes with the typical home appliance. According to Aghanim, its packaging states that the device does not immediately destroy the universe, plus it has loads of "fancy promotional language" that is written on it, which says nothing about the fragility of the device.

The continuum device has a myriad of buttons on it, despite them not appearing physically on the device. Aghanim accidentally pushed one of its buttons too hard (possibly its green button ) and summoned alternate versions of himself that diluted his power by subtracting his powers away from him and dividing it amongst the alternate Aghanims. However, he states that he pressed multiple buttons to open up an interdimensional can of Aghanim worms instead of just one button.

Besides being able to bend space and time to give the user the powers to shape infinite realities, and summoning alternate versions of the user from the multiverse should they tamper with the device, it's implied that it allows for interdimensional travel as well. Because of this, Aghanim sought out the continuum device to travel through space and time, possibly to eke out some power from the astral multiverse.

Instructional Owner's Manual
For such a significant item of infinite dimensional power, the Continuum Device is surprisingly mundane and anachronistic due to the instruction manual that comes with it, akin to a modern home appliance. It is still grounded in the fantasy world of Dota 2, because the manual is written in ancient runes. Besides ancient runish, the owner's manual comes in other languages for convenience, such as...French.

The owner's manual contains a description of the Continuum Device's applications. It also has helpful instructions on using the device: how to turn on the Continuum Device, how to alter space-time properly, how to not fill the device's residing reality with "inferior versions of yourself from backwater dimensions", etc. Also, the instructions forewarn a certain ancient evil, which Aghanim dismisses as legalese for some reason. The runes of the manual's small print warn that there may be a chance that its user will have to confront this primal evil. Besides instructions, it also has warnings on using the device, including the sentence "What have been wrought, once wrought, cannot be unwrought."

The manual's troubleshooting section contains a guide on rebooting the Continuum Device. Aghanim claims that once it has been rebooted, it causes reality to start and restart as well as greatly age the inhabitants of the device's home reality.

Continuum Forces
During his old warmongering days as Ares, Mars fought the forces of the Continuum in a centuries-long campaign, which he toppled alongside Dawnbreaker. It's possible that the Continuum's forces were the ones who protected the Continuum Device, which is why Mars and Valora fought through them to destroy that device.

Customer Service
Further adding to the anachronism of the Continuum Device is its tech support.

Users
Aghanim

Description
The existence of this universe and many other worlds just like ours are all supported by this essential fabric of creation. Any damages done to it will eventually result in the unravelling of the weave, thus unmaking entire worlds if it's neglected. Hence it is the work of the Weavers to repair the worn spots in the pattern and maintain its pristine condition by keeping it tightly woven and unfaded, as well as defending it from the otherworldly pests that gnaw and lay their eggs in the frayed regions of their tapestry, whose brood can quickly devour an entire universe if the Weavers let their attention lapse. Although it is the job of the Weavers to maintain the fabric, it was the Loom who created the threads that form the whole fabric that encompasses all.

Wide though it may be, the fabric of one reality ends at its seams where it is joined with the edge of another fabric. These seams of reality are also known as the "twist between worlds" which may or may not be the same as the "web between worlds" that an aspect of Spectre is knowledgeable about. The fabric of reality also acts as a barrier between the planes. Speaking of the twist between worlds, this twist might also be the maze between realities mentioned in Dark Seer's lore.

It seems that the weave itself may be dangerous to the Weavers and others who are made of it, since they can be caught and entangled in their own weaves or its threads.

Threads and Fabrics
The fabric of reality is a very complex structure, woven by both young and experienced Weavers alike with varying levels of skill. There are a lot of threads that constitute the weave, but there are only a few of them that are known. It would appear that each of these threads are woven into their own unique fabric rather than all of them being woven into one whole heterogeneous weave. Here are the following threads and their respective fabrics:
 * The threads of time that compose time's weave. A timeline might be a pattern composed of time threads. These threads may also compose the fabric of spacetime.
 * Akin to a tightrope, Weavers can crawl forward and backwards in time by creeping along the threads of time.
 * Weavers can also travel through the vast fabric of spacetime by using small wormholes that allows them to slip through time.
 * Opening a gap in the spacetime fabric causes young Weavers to slip forth, suggesting that they live in the this fabric.
 * Lastly, this weave of time may exist on an astral level, just like the astral Loom that might have woven it. According to Inai, the map of all time is in the astral plane, appearing as a multitude of lines that streak across said plane. It's possible that, from his perspective, he sees all of time as a bunch of lines rather than a weave made of threads.
 * The threads of strife, woven into the very fabric of conflict. The exiled Skitskurr plans to use these threads to create his soon-to-be realized pattern, sourcing it from the tatters of a future conflict. This conflict could possibly be the battle of the Ancients or even the anticipated war that will happen in the great confluence.
 * The predestined threads of fate. Struggling against fate will provoke a commensurate response.
 * The threads of life a.k.a. vital threads (which may or may not include the soul thread, a thread that is spooled rather than woven  ) which are woven into the patterns of life or spooled into a roll. Fate is what weaves the threads of everyone's lives together, but it also cuts them short with its blade.

Other Fabrics
There are also other kinds of fabrics in existence that have no known corresponding threads. Because of this, it's unknown if they are actually part of the cosmic tapestry, but, they will be listed here just in case.
 * The fabric of order
 * The fabric of the mind
 * The fabric of the void
 * The fabric of the Rift

The Great Confluence
The Great Confluence is a cataclysmic event in an unseeable point in the future where the fabrics of multiple realities are fated to collide and merge. It is portended by a multitude of distortions in the fabric of the void, followed by utter chaos and ripples of destruction that will spread throughout all planes of existence,  as well as the contamination of multiple fabrics with each other.

In Dota: Dragon's Blood
Spacetime was briefly alluded to by Slyvion (this intermediate form betwixt Davion and Slyrak that is controlled by the latter) in the animated series of Dota: Dragon's Blood, in the 4th episode "The Monster at the End of this Book" in Book One. Captured by Kaden and chained in the heart of a Dragon Knight redoubt, Slyvion forewarns him about the consequences in destroying an Eldwurm. If he were to kill Slyrak, he would also be toppling a pillar of creation. This would also destroy existence as we know it: time and space, the Manifold Forms, the pillars of order and chaos, all gone. The infinite macrocosms will be destroyed with no renewal to follow. And not even nothing will exist.

Keepers
A number of entities keep the fabric safe and maintain it. Only three of them are known, the best known ones being the Weavers, followed by the Loom and the unnamed guardians.

The Weavers are a species of extra-dimensional beetles who are charged with the protection and maintainment of the fabric. The best known member of these beetles is Skitskurr, the rogue, who was exiled from the pattern by the guardians after he tossed his duties aside to create his own fabric which pulled against the pattern that the great Loom had woven long ago. The broods of the Weavers dwell in the spacetime fabric. Weavers use the energies of creation to reweave the stuff of reality, but only once it's hot and malleable then it is ready to use.

Although it is the Weavers who protect and maintain the fabric of reality, it was the Loom that created it all. Only a few beings can use it to influence the pattern, which may include the Weavers and the guardians. The Loom exists on an astral level.

Lastly, the mysterious guardians are a group of beings who protect the fabric. All we know about these guardians is that they have scissors which they use to purge rogue patches that pull against the fabric of creation that the Loom had woven, and then repair that gap in the fabric by reweaving it–which was the case with Skitskurr and his attempt to create his own world. These guardians might be the personification of Fate that Weaver talks about, who also weaves threads together and cuts threads with a blade.

Heroes
As the Fundamental of gravity, can manipulate the fabric of spacetime. His most notable effect on spacetime is the gravitational version of time dilation as well as a pair of golden bracers that he acquired from Cedric that can manipulate the fabric of spacetime itself. Because of his extra-dimensional existence, Darkterror the can influence the very fabrics of reality, especially the fabric of spacetime. His vast powers over the fabric of spacetime includes his, which involves tearing a hole in time to pass into Claszureme before returning to the material plane in an instant. is a hole in spacetime that leads to his home world, its timeless stasis contained by a blister in spacetime that traps anyone unfortunate enough to be caught inside of it. He may also channel the fabric of the "Rift" to warp his intellect and form, but it is unknown if the Rift's fabric is included in the cosmic tapestry. These powers are just a few examples of his vast control over the fabrics of reality. seems to know his fate thread
 * Enigma frequently refers to his pattern which is implied to be his physical form that's made of void and shadow. It is unknown if his pattern refers to the fabric of reality itself (which implies that his form is made of the stuff of the cosmic fabric if this is the case). Apparently, his pattern is also his consciousness, which disappears when he dies.  This isn't permanent, though, because his pattern will eventually reform out of chaos.

's manipulates the structure of spacetime with waves of pink and orange energy (possibly the Chronoptic energies), destroying lesser beings around him.

discovered a simple trick that allowed him to manipulate four-dimensional space in order to affect the happenings in his own.

The fabric of our reality exerts a negative influence on the 's body, but he has the ability to warp it using so as to lessen its influence on his physical body. His powers over this fabric is further demonstrated by his brute strength which allows him to pry open the rifts between the worlds.

Having mastered the arts of the Dark Rift, the may use this foul magic to twist into the seams of reality to project his manifest hatred and malice, conjuring a bottomless  that paralyze anyone caught within it. His is a corrupted flame that is also conjured through the twist between worlds.

The true form of encompasses all with its omnipresence, including every thread of fate that was, is, and will be woven. When appearing unto the material universe he assembles his physical form from the fabric of the his true self.

The effect's of 's can manipulate space-time over a vast area, impairing entire armies.

Devices
The Lost Order is a defunct school of Mastery that was established before the apex of the Isle of Masks, who once had the skills to use their blades to pierce the fabric of reality. One of their lost swords resembles the, which is now in the 's hands.

The final issue of eleven generations of bladesmiths, Craler was an elder smith who completed his family's work in crafting a powerful sword that was sharp enough to tear holes in the fabric of reality, creating rifts that can be used for time travel. Tearing a rip in reality that lead to the past a few moments ago, he slew his past self who had just finished the blade and stole it from his past self, but was killed when his paradoxical past caught up to him. These twin blades were recovered by the who gave it to the  to aid her in her multiversal contract killing.

Cedric was an alchemist who crafted a pair of golden bracers capable of manipulating the spacetime fabric. After his dark conversion, it was taken by the Enigma.

Items
According to the Invoker's younger self, the  can cut through space.

Weaver found a just beyond the rift when he slipped through time. The appearance of such a weapon in time was shocking enough to be described as impossible.

Genesis
When the planet was still being formed, it used to be a hot blob of matter before it cooled into what it is now. It was during this time its gravity tethered the Mad Moon to it.

The Omniscience's revelation to Purist says that it was the former who made this world by forming a vast mineral shell around itself to defend against extraterrestrial hostiles.

Day and Night
moonless nights

Celestial
The planet is orbited by more than one satellite. One of them is the Mad Moon, a glowing crystal sphere that was once the prison of the Radiant and the Dire.

The Earth's other satellite is its rocky kin, the moon. Unlike the Mad Moon, this moon sheds no light of its own and characterized by the phases of its darkness.

the sun?

Aerial
High above the earth is the Ghastly Eyrie, a realm so lofty it's implied to be among the clouds, the starry skies, in heights with no atmosphere, and even near outer space.

Terrestrial
Many are the cold climes of the north. There's Icewrack, an icy waste where the Blueheart Glacier can be found. Azura and Cobalt are just a few of the settlements in the north.

East solar goddess Southeast equator Desert of Misrule

The west is home to several forests, such as the high woods beyond the Vale of Augury and the woods that house the village of Zaru'Kina. The drylands are western as well.

The southern reaches are akin to Antarctica; complete with bergs, floes, weak summers, and penguins like Whisky. A bit to the north is a waste that's home to a grand dragon.

Nishai

Underwater
sunken cities

Infernal Hollow Buki'vak the Corrupted

Subterranean
Aziyog

The Emerald Abyss

The lofty cliffs of Emauracus are riddled with deep caves that lead to the center of the planet itself where the Omniscience dwells.

Hidden Hive

Nether Reaches

Riverwarren

Roshan pit

Ancient reservoirs of water lie deep in the center of the world, ready to well up as unnatural. Aquifers were drawn upon by Verodicia to nourish her saplings.

Inhabitants
Most of the beings and entities listed below here are natives of the planet.

Nature's Guardians
Virga Truebark

Heroes
and hail from the subterranean Nether Realm, which is implied to be located near the planet's tectonic plates.

lives in the obsidian city of Aziyog, located far beneath the magma fields and the roots of dormant volcanoes.

Gods
Aktok is an ancient serpent god destined to swallow the entire world.

Omniscience Emauracus

Maelrawn is said to be the one who “cracked the shell of the world” by the Naga Siren. Perhaps his tentacles bore through the earth itself, but who knows?

Selemene

Solar Goddess

As the goddess of the woods, Verodicia is the mother of all that is green on this massive rock.

The ancestral spirit of nature lies dormant within all plant life. Conduits of its power, such as Rooftrellen, can call upon it to animate his kin and cause an.

Heroes
As the recovered from the reverberations of the Mad Moon's destruction, Zet made his way to our planet to catch up to his prisoners.

Not only is the lost from his home reality after traversing and locking the maze between the universal walls, but he is also trapped on this planet.

The comet of the orbited this planet's sun due to the star's gravitational pull, until at last it fell to earth. Now, this alien is at one with this planet's oceans.

With bad news the comes, drawn to this planet―the Ancients' battlefield―by a threat that he senses will stir from within reality just as it lurks from without.

concluded that he must travel and participate here in the Ancients' war after a long investigation on many worlds, from which he learned of said battle.

The was banished to our universe by would-be masters who failed to control him. Of all the places in creation, he was first sent to this planet in the Tomo'kan.

Description
can be passed down to descendants

In Dota: Dragon's Blood
divine spark

Users
Here is a list of beings and whatnot who can manipulate or exploit the spark of others or themselves.

Heroes
's is a rite of preventing death that can only be performed properly by a seasoned acolyte of the Shadow. No matter how close to death its recipient is, the ritual preserves the spark of life so that it may restart a faltering heart at the edge of death.

The 's many deaths have dimmed the spark in her heart. And yet its light is bright enough to draw mothlike spirits from the realm of death to this beacon, causing an eerie of mothlike spirits that feast upon the essence of the living.

Known as the spark of endless and ancient stars, the is the origin of all stars and their life in the universe. Using his staff, he sparked the fire and life of many stars. To aid him in bringing life and light to many stars, he channeled his gift to create a winged equine herald whose luminous charge set fire to many stars like he did.

Gods
Before 's seed was sown and sprouted, his mother—the woods-goddess Verodicia—infused a sapphire gem with a spark of her essence. Meant to be left in the wastes of a war-torn land, the vital essence in this gem makes it a fail-safe against the event that the cycle of life is broken in said lands by restoring it.

Runes of Power
According to the, the restorative contains a spark of vitality.

Notable Holders
All creatures that are alive and not completely dead have a spark. The non-exhaustive list below shows some notable examples of living beings who still have a spark in their heart.

Heroess
Even atavistic entities like the have the spark of life.

Existing on the brink of life and death, still has a spark of life within him, albeit it is always on the brink of dimming out because of his aforementioned existence.

has a spark of life. In the next life of his resurrection, he still retains his old spark. He seeks out those who still carry his spark to further spread his teachings.

holds a spark of life in his heart that will fade when he dies. He knows the sparks of his victims are snuffed out when they die by his hand.

Proof of the 's life isn't light but rather darkness in his heart. He must eat to feed it, and in return it sustains him through the daylight that killed all of his kin.

Races
Stars

Items
The can restore the spark of life in a dimmed heart, resurrecting them.

Trivia

 * divine spark

Description
Naturally, the soul is beyond our material plane. As such, it is also beyond all mortal senses. Only supernatural sight such as the can see spirits.

According to Enigma, anything that is fundamental is also indestructible. Therefore, the soul irreducible

The soul is the very proof of one's life and existence. In some cases, the soul is the proof of a being's individual identity.

existence of implies many things about the soul: it has cakra stations, it has kundalini or "serpent of illumination" by kotl, merging with soul causes bliss

Aspects of the spirit
The soul's tether, also known as an astral umbilicus, connects the spirit to the corporeal body. This keeps the body and the soul connected during out-of-body experiences or astral projections. It is severed upon death, releasing the spirit from a lifeless body.

Wraith Essence Wraiths

Mana is heavily implied to be a spiritual energy, often used as a resource in casting magic.

In Dota: Dragon's Blood
eldwurms       DOTA: Dragon's Blood, Book 3, Episode 8: Consider Phlebas (18:00) *The Invoker and Filomena operate the Forge to begin creating the universe anew, this time with Mirana and Davion* Invoker: ''Reach out with your mind. Ignore the illusion of the physical world. See the Pillars as they truly are.'' *They both follow his instructions. Mirana closes her eyes, finding herself in a dream with the eight Eldwurms surrounding her. Davion appears in front of her* Invoker: Draw them to you. *Mirana reaches her hand out towards Davion, pulling him towards her. Davion slowly begins to dissipate as the Eye behind her starts to glow. Memories of her time with Davion in the past universe flash in her mind. As the Forge's mechanism begins to intensify, Mirana suddenly hesitates and stops, ceasing the Forge from spinning and Davion from dissolving* Davion: ''Mirana, no. It's okay, I'm okay. I used to think my name was the most important thing in the world. Now, I know it's how I'm remembered that matters, and who remembers me. Mirana: Even if this works, the last thing I'll see is you. I'll watch you die, knowing I was the cause. Davion: You're not the cause. *Mirana begins to tear up* Mirana: I can let you go, him go. I don't know that I can kill you. Davion: This is my choice. *His words divert Mirana's attention from her woe to Davion* Davion: What I want.'' *Davion smiles at her. Mirana wipes a tear from her eyes* Mirana: You know, most men would say the opposite. Davion: I'm not most men. Mirana: ''Come here. Come to me on your own. *They both float towards each other and embrace* Mirana: We'll do this together. *The Eye behind her begins to glow* Invoker: Now, think of the old world as your remember it, and let this world go.'' *Davion and Mirana share one last kiss together as the Eye and the Forge resume their work, causing Davion to disappear and killing him in the physical world. In the Invoker's tower, the remaining Heroes watch as the Forge starts spinning, while Filomena holds her father's hand and leans on his shoulder. Meanwhile, Mirana catches the Thunder in its concentrated form falling slowly into her hands and holds them tightly* Invoker: ''Let it go, Mirana. Let it all go.'' *Mirana proceeds to destroy Experiment 12,403. The Forge emits a powerful flare that consumes everything in its light. We then see the planet's destruction being reversed, followed by everything that happened in Experiment 12,403. Successful, Mirana finds herself in a copy of the old universe, sitting in the same spot where she held Davion's body as she watches Invoker's Forge fail''

invoker stole and offered lirrak's soul to tb, kept the remaining souls in eggs with purple water in them

invoker can steal souls with wex and exort orbs, can astral project

Selemene seggs souls

terrorblade Foulfell DOTA: Dragon's Blood, Book 3, Episode 2: Hell of Hells (2:09) Invoker: ''Foulfell shares the same structure as the rest of reality. It still requires light, gravity, substance. This is why we can get in. This is how God Empress Mirana can get us out. Mirana: Crazy, stupid...apparently, it's what I do too. Davion: I'm living proof. *All the Heroes walk towards the Invoker to prepare, except for Bram who is stopped by Kaden* Kaden: Not you. Bram: No. No, I'm...I'm coming with you. Kaden: We may go there and die. Or we may win, but still die. Bram: I've earned this! What more do I have to prove? Kaden: Nothing. You know everything there is to know about dragons. You know the traditions of Dragon Hold. You learned the secrets of the Forge. We can't afford to lose that... Bram: Well there's― Kaden: ...Father. Bram: What? Father? Me? But I'm...I'm just a― Kaden: It's not about who's strongest or oldest or who killed the most wyrmlings. It's about who's best equipped to teach and lead the next generation of Dragon Knights. Bram: So, when you come back, do I get to tell you what to do? Kaden: No. Invoker: When you're ready, Your Majesty, I will reach into your mind and provide our destination. *His eyes begin to glow as his orbs manifest around them, and a magic glyph glows beneath them all* Invoker: You need to only think it, and we will travel. Mirana: I'm ready. Invoker: A warning. Foulfell is unlike anything you've ever experienced. It's a prison where demons consign their own to drive them mad with their darkest regrets. Davion: Didn't do much to Terrorblade. Invoker: The demons erred. Terrorblade is incapable of regret. Prepare yourselves. Our enemy awaits in the hell of hells.'' *Mirana causes an expanding beam of light that consumes the Heroes, transporting them to Foulfell. In the hell of hells, the Heroes are tormented by their regrets as the respective images of their past haunt them, save for the Invoker and Sagan. We hear the Heroes' reactions to their suffering* Mirana: I caused all of this. Davion: No, no. It can't be. Luna: I thought I had no choice. Kaden: I wanted to change my fate.

Heroes
is an ice elemental, the ghost of the universe's grim fate trapped within a form of ice.

Atropos the Elemental is one of the Three Shades, a powerful trio of ethereal spirits. He is the spirit of fear and delirium.

Each Celestial embodies the elements of nature and the void. They are the, the , the , and the latent.

Having forsaken her physical form in a deal with Scree'auk, the is purely composed of an imperishable form of spirit energy.

Gods
Clasz is the high essence of the eternal realm Claszureme. He can be invoked by his acolytes so that they may receive this god's blessings of luck and protection.

Necro'lic

The spirit of nature exists within all the plant life in the world, ready to animate its motionless vessels whenever a conduit of its power beckons its aid.

Besides Bane, the Three Shades include Belladonna and Tyrian

Races?
All demons are evil spirits of great power that hail from the seven realms of eternal damnation.

Wraiths

Consumption, harvesting, sacrifices, etc.
souls are great source of many powers, thus they are often sought after by many (usually evil dudes because taking someone's life for the sake of power is morally bad)

Heroes
One of 's swords was once an ancestral blade of the House Avernus. It was cast into the Font, emerging as a mist-steel blade that now feasts on the souls of its foes.

Though she may be a being of light, is not above taking the essences of others to restore herself.

As a Shadow Priest of the Dezun Order, sacrifices the souls of his fellow faithful to the Nothl Realm. The fallen at his wake will also have their souls sacrificed there.

Following his failed sacrifice and thus ascension, seeks the ultimate sacrifice of his own lifeforce. Like how he isn't one to waste his own life, he doesn't waste the lives of others as he sacrifices his foes to the Nothl Realm.

The ever unsated and power-hungry can forcefully  the souls of others to restore his mana.

It's implied that 's is more than just a fancy name. She actually enslaves dragons, which is why this spell appears as a ghostly dragon, possibly their spirit.

Although he is satisfied with the life found in the flesh, can rely on the life from the souls of others, jokingly (or not) preferring to consume juicy souls.

With the 's culture involving sacrifice, some of his victims are consigned as offerings to the Omniscience. It's implied that it's their souls that are sacrificed.

In Artifact, the card art for 's shows that this power also drains the soul away from its victims.

Not only can 's drain and absorb the power of his enemy, but it can also steal from the soul reservoirs of those who rely on it for strength and power.

claims the souls of his foes to gain new spirit guides for himself. He isn't selfish, however, as these sacrifices are also dedicated to his shades.

The 's cursed armor is her path to individuality. The steps she must take to progress it are souls for her armor, each one taking her closer to becoming herself.

Allies must despair in the 's presence, for he can them anytime to restore someone or something at their vital expense.

The collected souls of the dead in 's reservoirs are released in a, each spirit willing to share their fate to others.

captures demon spirits from the Outer Hells and traps them in his staff for his, so that he can unleash these evils when they're needed.

Often involved in the spiritual, carries a soul trap adorned with a previous victim's skull. He uses collected souls as currency for unknown but evil transactions.

Races
Demons are rightfully feared by mortals because of their ability to claim souls for their own gain.
 * The 's second cult grows with each soul that he claims, from Heroes to other lesser beings.
 * Assisting him in his dark endeavors is his, which does what it says. It also inflicts suffering and possesses a nigh-indomitable corruption.
 * Ever hungry for more souls, the ravenous collects all sorts of souls, including the souls of his own kind.
 * is Nevermore's trademark ability for harvesting souls during his collecting expeditions in the material world.
 * means that he has power over the souls of the dead. Harvested souls are consigned to his Abysm, each one empowering him to collect more.
 * According to the 's 's lore, her sultry voice beckons her prey while stealing their souls.
 * means that he has power over the souls of the dead. Harvested souls are consigned to his Abysm, each one empowering him to collect more.
 * According to the 's 's lore, her sultry voice beckons her prey while stealing their souls.

Fetishes and other spiritual vessels
items that contain souls which empowers the item

Heroes
's grandsire lives on in a bow crafted from his bones. It gives Clinkz great power in the form of its spirit fire, but it also torments him with his grandsire's unwanted advice.

Some of 's ritual garbs are inhabited by the Father Spirit. Another fetish he dons is a necklace of troll's teeth, each one containing the trapped soul of its former owner.

The 's Dragon Sword was inspired by the fire of a dragon. It may contain an actual soul of a dragon.

Within 's is a lost Claddish soul, possibly summoned from the ritual of the Suicide-Mages of Cladd during the battle at the Trembling Isle.

One of the 's blades is forged from condensing and compressing a soul's raw energy into a form fit for a weapon, a skill only a few now possess.

wields a ghostly flail that is forged from the minerals formed from the wayward spirits and wights who were lost between the planes.

Within the obsidian of 's dark greatblade are the fragmented souls of tormented gods.

As the seer of his generation, carries a drum containing a handful of bones of many seers past, so that their spirit may infuse the current seer's telling of old tales. He wields a ritual staff imbued with the life essence of a sacrificial totem beast. Also, he wears a household totem mask containing the trapped soul of a swamp dwelling Yando beast. move this

Worship, assistance, communion, etc.
in contrast to stealing souls to gain power, one may simply ask them nicely for power

commune with souls, any communication or relationship with spirits

Heroes
The regal white stag that bowed to the is gone now, but his friend's spirit remains in Karroch's  Primal Roar.

?

As Clasz's acolyte, the can sharply clang his gauntlets together in an aspect of prayer to invoke the high essence of Claszureme for gifts of luck and protection.

The last Claddish ship at the battle of the Trembling Isle is now a that endlessly replays the final seconds of its demise, still summoned by its Admiral.

's ancestral armor is charged with her lost Gorgon sisters' ethereal presence, who watch over and protect their youngest sibling. But each invocation of this ancestral power strays her from her forgone―if not forgotten―path of worthless beauty.

Crippling Fear

consort with the shades. idk if "shades" means spirits or darkness, with the latter being likely coz of the set's darkness theme

messenger of the spirits    spirits guide him   invokes them  spirits are source of strength and power  spirits send him omens  source of resurrection may let others talk to spirits for him ask forgiveness from spirits

calls upon the ancestral spirit of nature that dwells within all plant life, animating nearby plants like vines and branches to cause a restrictive.

Wild though he may be, is a very spiritual person. Like all Ursa in battle, he is joined by the spirits of his ancestors who fuel him with their strength. Within him flows the spirit and strength of his forebears, and from without the spirits walk with him and watch over him, becoming pleased with the fortunate events that may happen to him. remember

Factions
The Suicide-Mages of Cladd are only known by the one feat they performed in the battle of the Trembling Isle when they summoned ancestral spirits to protect the Claddish Navy.

Races
The Magnoceroi are a people with a strong connection and reliance on the spirits in their culture.

The Ursa are yet another people with a powerful spiritual connection and reliance. Among the spirits they rely on is that of the first bear's. They are known to bestow the spirits' blessings to others, but it is honor makes them worthy of it. In battle, the ancestral Ursa spirits join their warring kin and fuel them with their strength.

The have a harmonious connection with the spirit of the wind, allowing them to call upon it to summon  and sentient.

Spirit ushers
these guys simply send your soul to another level of existence (usually upon death) not as sacrifice, but for some esoteric reason

Heroes
Wraiths

Primordial harmony

Underscape

Other soul manipulation
This section contains beings who can manipulate their own soul or the souls of others to do various miracles or horrors. Those with special souls are included here too.

Heroes
In gaining his powers, meditated with the Font and drank deep from its vapors, learning to blend his soul with this power. Now his soul brims with the mist itself.

Both the 's and  techniques reach deep into the soul to work their purification and destruction, as mana is a spiritual energy.

The same hellfire of Maraxiform that forever torments 's essence is the bottomless reservoir of his ' flame.

The past lives of the return to her in the present as evil spirits who haunt and destroy the living world in an ironic.

Within the, the elder dragon Slyrak lives on, but only in his. Purist believes that Slyrak is an impurity on his body and soul.

Like his shattered creation, the 's lies broken amongst the many planes of existence. Using this spell calls upon his soul across the planes and cleaves his soul further,  but in time the pieces of himself that he summons will reunite with him and bring about bliss for the broken One.

was reborn from the Nothl and inherited its powers of inversion, allowing him to grow stronger from losing his lifeforce. can purify the soul. Should the innocent gaze at the inner light of his Heaven Sent, their souls will be awash in tranquility and relieved from pain.
 * With his ever expanding lifeforce, Huskar can release some of it in the form of his that bursts from his own flesh.
 * Huskar painfully marks his pikes with his own blood to turn them into that pierce and incinerate his foes.
 * The is shed, but no weakness comes out. Huskar's wounds feed his power, each drop of blood empowering himself tenfold.
 * As the ultimate sacrifice, Huskar's draws upon his own life to take someone else's life.
 * Ezalor's disrupts the Primordial harmony and weakens his foe's magical essence, draining the mana from their souls.
 * awakens the “serpent of illumination” within a person to ascend it through each cakra until it reaches the last one, achieving a union with their soul.
 * The name of Ezalor's ultimate spell,, implies that his soul brims with Primordial light.

Compelled to share his transfiguration, 's spell twists the essence of his foe, greatly altering their physical form into that of a frog's.

Riftshadow Crystals

As a priest of the All Seeing One, the is adept at, his scouring light removing impurities from his fellow allies.

owns a pair of Shadowshards—twin blades that are pieces broken away from the dark world. As these blades pierce the flesh, their power drains away the soul.

The corrupted flames of the, such as his abyssal , can burn the soul itself.

can become when he succumbs to his ancient spirit, which protects him more than any armor ever could.

Characters
Slyrak

Races
Demons hellfire The Ivory Incubarium's Oracles see the future via astral projection, their souls roaming afar from this world while still being bound by their soul's own tether. Some Satyrs, such as those who are, can steal a fragment of their victim's soul to cause a.
 * Lucifer can surround himself in the soul-burning hellfire that sustains him, leaving and charred remains in his wake.
 * burns the very soul of its target. Its fire is the same as the fire that burned away his wings which kept him bound to the tethers binding him to the light.
 * Although replaced the above spell, it still retains its lore, meaning that his sword inflicts the aforementioned fires that brought about his damnation.
 * The very eats away at the souls of those within Nevermore's aura of darkness.
 * The word for "soul" in Ozkavosh is sol. Interestingly, sol also refers to any sort of "light" or "hope" in the demon tongue, implying at the soul's luminous nature.
 * The very eats away at the souls of those within Nevermore's aura of darkness.
 * The word for "soul" in Ozkavosh is sol. Interestingly, sol also refers to any sort of "light" or "hope" in the demon tongue, implying at the soul's luminous nature.
 * The very eats away at the souls of those within Nevermore's aura of darkness.
 * The word for "soul" in Ozkavosh is sol. Interestingly, sol also refers to any sort of "light" or "hope" in the demon tongue, implying at the soul's luminous nature.
 * The very eats away at the souls of those within Nevermore's aura of darkness.
 * The word for "soul" in Ozkavosh is sol. Interestingly, sol also refers to any sort of "light" or "hope" in the demon tongue, implying at the soul's luminous nature.
 * The word for "soul" in Ozkavosh is sol. Interestingly, sol also refers to any sort of "light" or "hope" in the demon tongue, implying at the soul's luminous nature.
 * The ability flows two ways in the hands of a certain 's astral orb, for his disrupts an enemy's connection to their own body.

Factions
Sisters of the Veil Phantom Veil

Priests of the Omniscience are adept at removing impurities from their fellow allies.

very powerful dudes
Ancients

Mars states that the gods themselves lack souls because they somewhat existed before it.

Spiritual Realms
Abysm

Astral Plane?

Foulfell

Narrow Maze

Nether Reaches?

Outer Hells

Nothl Realm

Seven Hells

Underscape

Void

Items
The foul is the former weapon of the Underlord,  having its origins in what he calls the Abyss. It can cut into its victim's soul.

Strikes from the can cut straight into the enemy's soul, sapping their mana in the process.

?

The reveals all sorts of hidden things, including untethered spirits which are naturally hidden from all mortal senses.

Constructed from a fire demon's essence, the malicious is a garnet rod that bedevils unpleasant power upon others.

Those who don the will gain wisdom, but the price paid for such power is the corruption of the wearer's soul.

Stored in the deceptively simple is the very essence of the one Lord of Blight it was named after.

The provides immense unholy power (such as lifesteal ) at the cost of one's soul.

probably does what its name says. But it is said to restore lost courage.

Caution must be taken with this. This evil ring feasts on the wearer's soul, but it provides mana in return.

An unnamed god forged the aptly named to trap the soul of another in it.

The spiteful is inadvertently possessed by the soul of its incautious creator.

?

The nature of magic
It's possible Magic is an irrational power system since it is opposed to science which harnesses nature's powers through rational methodologies. Magic is implied to be unnatural or a supernatural power, as it seems to be opposed to that which happens naturally.

Spellcasting in its early days was purely mental and mnemonic

The flux of magical energies can be affected by distortions in the fabric of the planes, akin to intense gravity wells influencing the motion of light particles.

Fundamentals and ingredients
There are many elements and ingredients involved in the process of magic.

According to Pugna, the source of all sorceries is the Nether Reaches. The void is one of the several vital ingredients of magic, for it is responsible for the existence of arcanery.

But the key to altering the very foundations of magic lies in solving the Puzzle of Perplex. By doing so, they can change the boundaries of sorcery and reshape the world of magic.

To cast spells, a magical resource must be expended: mana. Mana is a finite, spiritual energy that has its reservoir deep in the caster's soul.

Sound is implied to be an important ingredient in magic. In Dota 2 lore, it's recurrent that a spellcaster may be prevented from using their spells by disabling their ability to speak, one way or another. Thus, speech is required for incantations, and incantations are need for casting magic, therefore sound is vital for sorcery.

Good memory and intelligence are crucial for spellcasting. Spells are fleeting to those with poor memory and can be too hard to grasp, but good memory and wits ensures that a spell will be remembered and readily available.

stuff of magic
When spells are cast, there are arcane bindings that pass betwixt the caster and their foe. The caster can exploit them using items that are tuned to sipping from said bindings to heal themselves. Basically, this is spell lifesteal in Dota 2's lore.

spell cooldowns exist, can be reduced via time manipulation

kingdom of magic

In Dota: Dragon's Blood
Magic still exists in the animated series of Dota: Dragon's Blood, albeit it does not share the same depth that the original game's lore has with sorcery.

Since half of the Eldwurms are the four elements themselves, they seem to be the source of elemental magic now, such as the Invoker's, , and orbs. This is because his Quas orb appears to be composed of water and thus it emanates sounds of water now, despite the original orb allowing for manipulation of ice elements. Quas seems to be the orb of water now, because the element of ice is included in the element of water, which is why water dragons can breathe ice.

As such, the Invoker has the most instances of magic in the series. He has many spells and many magical apparatuses, but most of them have no background to them. This section is too small for Invoker's vast arcane repertoire, but all of his powers can be seen here. His daughter Filomena also inherits her father's magic, from his orbs to spells. A list of her magic can be seen here.

Shopkeeper magic

various magic items appear in the show as mere references such as, their power not demonstrated at least once. only Shopkeeper's Gem is used

inbooger hired some mage physicians to heal filomena to no avail

Mene Selemene moon goddess and their worshippers rely on leylines (like rivers of magic) and lotuses

In the cycle of a god's life and death, the yearning of their faithful to their deity's return is a powerful magic that's potent enough to bring back their deity in another incarnation. magic is generated by prayer?

bunch of helio imperium mages trying to heal gilded mirana

vanari has magic bow that materializes projectiles rather than physically loading them, shots turn enemies into what seems to be gold

helio imperium mages contained direstone, used paper with some sort of magic circle on it, seemed to have required multiple mages to stand on each corner

brands
Alchemy sits in the blurred line between magic and scientific method. It is purely a material art, meaning it requires no ethereal method, but its results are quite magical.

Artificing is a skill that revolves around the construction of magical goods, from mere wards to the mighty scepter of Aghanim.

The malicious Arts of Oblivion channels the dark power of the Nether Reaches.

Chronomancy seems to revolve around time manipulation via magic items, like the Claszureme Hourglass. It is prohibited in the material plane by the Clazemere Treaty.

Practiced by the monstrous inhabitants of Aziyog, the arts of the Dark Rift is a foul sorcery that has power over the Abyss and the twist between worlds.

It would seem that the Demon Witch tradition revolves around having power over the inferno and its denizens.

The Frozen Arts is a brand of sorcery that allows the user to manipulate the cold elements of Icewrack.

Geomancy

One of the oldest forms of sorcery, the power to is primarily a mnemonic process, recalling spells and their formulae from memory to bring them up for casting.

Half of the Isle of Masks' Juggernaut tradition consists of rituals. However, the tradition's other half of swordplay still has some form of magic in it.

The Rumusque Faithful possess a brand of magery that revolves around healing and cleansing to combat the undead.

Magical resources
The Font of Avernus seeps from a crack in the earth, somewhere in Avernal lands. Newborns of Avernus bathe in it to gain an innate connection to the land's mystic energies for life.

A spiritual essence, mana is basically the cost of using any magic.

Even crimson Ragestone that is still encrusted in rock as veins of mineral can drive men and beasts alike into fits of madness and uncontrollable violence.

Riftshadow Crystals are used in dark rituals. Survivors of these ceremonies will have their soul split into pieces by shattering these crystals.

Forged of the most fundamental magic, the Runes of Power infuse the consumer with powerful buffs depending on the type of rune.

Sinorian Gemstones are used as magical foci for nature's incantations. Hence, they are capped on staves for use in green sorcery.

The arcane energies of, , and can manipulate of elements of ice, storm, and flame respectively as well as their properties.

Heroes
Lord of the ancient House Avernus draws his darkling power over life and death from the mystic Font of Avernus.

can create the Runes of Power out of thin air with his ability.

is a deceptive brute as he knows magic in the form of his. But he also uses a few magical tools in battle, and a list of them can be seen here.

Possibly inherited from Nyctasha, wields sorcery. To his victims, he weaves tendrils of fear that increase their vulnerability to arcane and unknown arts.

When using magic, the relies on his spirit ancestors (also known to him as Yoy) to cast and strengthen his magic.

wields the magics of his former outlaw tribe in Hazhadal in the form of their animal enthrallment alongside the Fold Knights' holy sorceries.

uses the "Life Without End" spell of Mage-King Sutherex that torments and sustains him to work his magical power over life and death.

Alongside her natural elemental power over ice, uses the Frozen Arts sorcery that she learned from her teacher in Icewrack.

's magic includes the ability to, manipulating gravity to cause , and warping the wall between worlds for his and.

is a Fae, a cunning and magical creature that can channel power from their home realm. Her friend Jex is a wisp, yet another magical creature.

Following a seemingly successful spiritual journey to the Nothl Realm, now wields its inverted powers of light and dark with magical rituals.

is the one of the few casters who does not rely on themselves to cast magic. Instead, he uses crafted apparatuses to control his stormcraft.

's earthly magical totem can create an impassable and deliver the ultimate. He can use to boost its striking power.

has little use for magic with his Nothl power, save for his spell that he learned from Dezun's priests, using it only when he's critically injured.

is an exceptional master of the arcane arts, knowing the ancient sorcery of and wielding the energies of, , and.

A magical creature by nature, the Pyrexae Dragon wields all of the variations of the fiery and icy powers found in the diverse branches of his race.

Named after an endangered tradition exclusive to the drowned Isle of Masks, the wields both swordplay and ritual as an expression of self.

Admiral of the lost Claddish Navy still wields the ancestral magic of Cladd, having control over maritime elements.

In both life and undeath, is a master of frost magic. Testament to his skill is his spell, which is almost universally considered as the ultimate in frost magery.

is infused with the tormented life-force of a vengeful wizard, thus he inherits his wicked magic, such as his spell.

Aside from her innate power over fire, also wields the energy of  to work her fiery and solar arts.

is the sole practitioner of the Demon Witch tradition, wielding it alongside the unholy powers of his demon traitor's left hand.

A follower of Selemene, the goddess of magic and the moon, 's gifts are the extensions of said goddess' powers.

The young Banehallow of House Ambry was transformed into a when he was subjected to a powerful enchantment by the royal sorcerers of the last king of Slom, granting him the ability to  into a powerful wolf with supernatural haste. The same enchantment also allows him to.

' powerful magics channel the strength of his people's spirits to others, but he has also mastered the power of Mount Joerlak itself.

's only magics come from his Riftshadow Crystals. With them, he now stands between autonomous copies of himself and can break these crystals to away.

Yet another follower of Selemene, the goddess of magic and the moon, 's blessings are the extensions of said deity's powers.

born from magic stone

Instead of mana or blood magic, taps into the heart of his mother Verodicia's wrathsome will to work his green magic.

Before he was the, Rotund'jere was once one of the Rumusque Faithful, thus he used their healing and cleansing arts. Now, it is corrupted by his plague magic.

Blessed with two heads and thus relatively high intelligence, the wields flame-based sorcery as well as Dumb Luck that enhances its magic inconsistently.

The is a being of great intelligence and thus magic. His Outworld link gives him a vast mana stock, which he infuses on himself to fire.

The once mundane Azwraith was reborn as the with Dread Magus Vorn's death. Imbued with his essence, he inherits his power over light and its many spectrums.

is a faerie dragon, a magical creature of tremendous age and power.

channels the power of the Nether Reaches with the dark magic known as the Arts of Oblivion.

Grand Magus is a master of the arcane solely by his ability to mimic casted spells. Now, he wields the Perplex's power to shape magic as he sees fit.

The vast elemental known as the Scintillant Waste takes form in the. His carapace, filled with the sands of said waste, is a magic armor forged by the Djinn of Qaldin.

Based on an inimical interaction betwixt the and the Anti-Mage, the former wields magic.

was gifted with arcane aptitude as a child, but he also has a strange power from the spirits that he calls "shades" for some reason.

Bred by the Aeol Drias as their prophesied apex mage, the emerged devoid of any magic talent, a deficit that he shares to those with magic via curses and silence.

The 's magics are bound to his allegiance to the Nest of Thorns. He is blessed by the deities Scree'auk and Avilliva.

Possibly from his deal with the Dark Ones, has aphotic magic in the form of his  and. He wields magical items as well, which can be seen here.

Little is the magic in 's arsenal.

's magic lies solely in his spell, which he gained from his mastery over the open sea.

Not only is a trained pugilist, but he also has ice-based magics that bring the North's chill to the warmer climes:, , and.

Vrogros the is well-practiced in the arts of the Dark Rift, conjuring corrupted flames and crippling malice through the twists between worlds.

Perhaps the is a magic user as he is empowered by a dark god who is implied to be a magic user too.

Even as a blessed with Scree'auk's powers of retribution, Shendelzare still remembers the most basic  spell of the Skywrath.

Demnok Lannik became a when he decided that it was necessary for him to master magic in order to better protect himself in his further quests for arcane knowledge.

Besides being a dragon, which is a magical creature by nature, Auroth the has also mastered several spells and curses.

According to an unfriendly interaction between and the Anti-Mage, the former wields sorcery.

Gods
According to Mars, the gods are immune to magic.

The Dead God might be a magic user because he wields a wand, a common tool for sorcery.

Scree'auk

Selemene may be known as the Goddess of the Moon, but she is also the goddess of magic.

The heart of Verodicia's wrathful will is the power source of Nature's Prophet's magery.

Races
Djinn

Dragons

Fae

Harpy Human Oglodi Magnoceroi Masked Ones Odobenus Prowlers Satyrs Skywrath Trolls

Stars

Factions
Knights of the Fold

Cathedral of Rumusque

The Burning Cabal are a group of invokers who specialize in as their sole magical discipline.

The Quorum

Tyler Estate

Characters
probably won't do this because there's so many tbh

Momma Eeb

Pierpont

World
The Outworld

Ultimyr Academy

laws?
Dispensing potions without a license is a crime in some lands.

Enemies
Keen

Items
Attached with what appears to be an, the is a revitalizing tool that helps the user bear the costs of magic.

The gets its hastening properties from the time magic that's imbued in this blade.

Crafted by an underground arcanist, the 's origins imply that it is a magical item.

The is a versatile weapon, for the blade works in both magical and physical planes of existence.

The magical seem to render weapons weightless to the wearer, hence the bonus attack speed it provides.

once protected one of the most famous heroes in history

Both the and the, used for channeling magic energies, are simple yet favored apparatuses among apprentice wizards and great warlocks alike.

The is proof that there are hidden colors at the core of magic that only the most gifted of magicians can sense.

Mages and warlocks commonly don the for various rituals.

Filled with magical powers, the has been passed down from the eldest of mages.

Proof that spell lifesteal doesn't just exist in gameplay, the is tuned to sip the arcane bindings that pass between caster and foe.

There are many items that offer protection versus magic, such as the, a magic-dispelling , the , and the.

Descriptionm
Mentions of mana in Dota 2's lore suggest that it's an ethereal and magical energy that comes from the soul, an energy drawn upon for magic. A few examples: However, the Nyx Assassin's implies that mana is connected to the mind, since this ability saps the consciousness to work its mana-sapping power. Perhaps this implies that the mind and the soul are linked with each other, which is why one may manipulate mana from either aspects of a being, for it makes no difference. Basically, the mind and the soul may be two different doorways that lead to the same room known as one's mana reservoir.
 * The lore of Anti-Mage's states that mana is a magical energy. After killing someone via, he'll say that mana is borrowed from one's soul.
 * Harbinger's refers to the mana that it spends as the "ebb and flow of all spiritual energy" in its lore.
 * It's unknown what this “ebb and flow” is, but perhaps it refers to the expenditure of mana and its eventual regeneration over time, respectively.
 * The Satyr Mindstealer's burns away mana by removing a fragment of his enemy's soul.
 * In Artifact, Lion states that mana is the essence of life. It's possible that this means mana is an essence found in the spirit, the aspect that gives life to an individual.
 * Furthermore, his voice lines for his card Mana Drain express that he steals mana from the soul.

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (a.k.a. void or nothingness) is an essential ingredient in magic, alongside this essence of magic.

In Dota: Dragon's Blood
It's implied that mana or something akin to it, like a vital or spiritual essence that one must spend to use magic, exists in the animated series Dota: Dragon's Blood.

Using his Wex and Exort orbs to capture Lirrak drained much of the Invoker's life force. He healed himself by draining life from all the vegetation near Lirrak's home, killing them.

The Invoker used five Eldwurm souls (the air element and the four Fundamentals) to defend against and destroy Terrorblade's corrupted dragon army of ember, water, and earth wyrmlings; all led by a possessed Drysi. Although he was successful in annihilating all of them by channeling Vahdrak's soul, the entire effort appeared to have drained him, but he was rejuvenated off-screen.

By using all three orbs, the Invoker was able to conjure a shield that protected him and his allies from Terrorblade's corrupted Eldwurms. While he defended against the Eldwurms, Terrorblade taunts him, saying that his defense will not last as his life force is finite and thus he will die if he continues to resist. His shield remained until the demon's blades broke it, leaving him drained. Once again, the Invoker appeared to be rejuvenated off-screen, as he was healthy and able to use the Forge afterwards.

Inheriting her father's magic, perhaps through his instruction, Filomena also has the power to siphon life force from any living thing. In her experiments to prevent the destruction of the Mad Moon and the subsequent cataclysm it will bring upon the planet, Filomena drew power from the Eldwurm souls bound to the Forge to attempt to fuse and pacify a small Direstone and Radiant Ore together. Each experiment required her to rejuvenate herself by draining life from her titular flowers, until she succeeded. Later on, her father warns her of accomplishing this feat on a larger scale, as the Forge will draw even more life force from her to lethal levels.

Interactions with mana
Electromagnetism, a fundamental force of nature, has an effect on spiritual levels of existence. The spell is proof, since its explosion of EM energy siphons mana.

Manipulation of the soul's Primordial harmony has an effect on the former's mana reservoir, depending on what is being done to this harmony. Here are two examples from Ezalor:

Heroes
The and his apprentice  Wei both have the same set of anti-magic abilities. Although the 's holy apparatuses are reserved for collecting blood for the Twins, he can also collect the arcane essence of the Outworld Destroyer.
 * This includes, a modified technique of the Turstarkuri that was once used to manipulate magical energies, until the Anti-Mage repurposed it for his own ends. Believing mana to be an impurity of the soul, he saps his victim's mana and turns it against them with each strike he lands. According to Wei, it's implied that the Mana Break technique isn't bound to a weapon, but the user itself, allowing the skill to be used with any weapon.
 * After enough purification, they may unleash a, turning the victim's mana deficit against them. The name implies that the ability uses the void to work its power. This implies that losing mana expands the latent void within a being.  Perhaps this Mana Void ability comes from the Turstarkuri as well, who in turn used the Void Spirit's teachings, suggesting the monastery's voidal connection.

Cold temperatures allow mana to flourish. As such, the cool emanates an  that allows the dynamism of spellcasting.

According to Aghanim, uses a mix of chakra and chaos magic, the latter of which is possibly akin to Ezalor's mana-restoring.

Ethreain the can forcefully  and consume the souls of others  to restore his mana pool.

Inherited from his late demon partner's hand, can forcefully  the "life's force" of other magi to restore his own reservoir.

The 's spell sparks a charge of electromagnetic energy that, as its fancier names suggest,  siphons the mana of those caught in its detonation.

The can both drain and restore the essence of magic, both applications possibly drawing upon the Primordial harmony. Empowered by a sea goddess, 's curse grants her the ability to release a that steals her target's mana for herself. Her mana reservoir fuels her, drawing upon her mystic energy to protect herself.
 * When Ezalor disrupts it, the consequence will weaken a target's magical essence and cause a in those with "poor constitution" in them.    The leak is probably triggered by movement, just like in gameplay.
 * restoring mana through his connection to everyone in the primordial harmony

doesn't rely on blood magic or mana for sorcery. Instead, he taps directly into the heart of Verodicia's wrathsome will to work his magic. And yet he wields a staff with spectrolite mana-focusing crystals set in gold.

The 's powers over the consciousness includes his ability to inflict a sapping that eats at their mind. As his victims' minds unravel by his power, their skills and talents are said to be lost in the process.

Characters
Aghanim states that his spells cost loads of mana for him to cast. To be specific, it costs him at least 1,000,000 mana points to cast one of his spells.

Factions
The monks of Turstarkuri once had a technique that involved the manipulation of magic energies. Anti-Mage modified this technique to create his.

creeps
Despite his name, the can remove a fragment of his victim's soul, inflicting a sapping and damaging.

places
Nether Reaches

The Outworld

Ancients

Items
The and its lesser cousin, the, can energize nearby allies with a supply of mana.

Infinite vitality and spirit (hence health and mana, respectively) await those who choose to wield the.

A bottle of clear water gives when consumed, enhancing the ability to meditate. This seems to restore mana for some reason.

With its ability to cut straight into the soul, the enchanted can sap its victims' mana with each slice.

Mages add the to their collection to improve their presence in battle, perhaps for its mana. It's quite sturdy for a gemstone. It also does what its name says.

The lies on the bezel of this ring. It belongs to a cunning court mage who imprisoned a cadre of enemies who became his personal mana reserve.

The aptly-named feasts on the soul of its wearer. In return, it provides them mana.

The is a perfectly formed amethyst that nourishes both body and mind when held. This benefit manifests as bonus health and mana in gameplay, suggesting that the essence known as mana has something to do with the mind.

A mystical orb, this contains the essence of life. Whether this life's essence is mana or just attributes is uncertain.

Description
Invoking is one of the oldest forms of sorcery (and thus, the most potent as some would say) in the world of Dota 2. It has existed in the earliest days when mages were blessed with powerful memories to help them specialize the complex invocations of the olden times, an age when sorcery had no apparatuses or tools but the mind of the sorcerer. Because of its primary reliance on the mind itself, it is said to be a true magic.

Upon successfully invoking a spell, Invoker mentions the art of augury being abundant. It's currently unknown what augury has to do with invoking.

Any spells that are cast by invoking are called Invocations, but they're also called incantations or hexes, with no distinction between them and thus these are interchangeable.

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (a.k.a. void or nothing) is an essential ingredient in the arcane arts, including the art of invoking.

Process
The following is a rough process on invoking spells, based on what the most notable practitioner of this arcane art does. It may not be general as others may invoke differently.

Throughout the process, the caster's concentration and memory are required, or else their invoking will fail. This is because the sorcerer must remember the specific mental formula of the spell they wish to invoke in order to cast it. An example of these formulae is Wex Trionis, which invokes the spell. In the context of invoking, the caster's mnemonic vessel (or their mind/memory in simpler terms) is known as the Arcanery. The capacity of one's Arcanery seems to depend on one's intellect and memory. The more vast and potent these two are, the more spells can be stored and remembered.

Invoking is a process that relies on learned spells. There seems to be nothing that is invoked that is original. Thus all invoked spells were learned and memorized by a caster from another source of magical knowledge beyond themselves, such as a grimoire or another magician's instruction. This also means that invoking is very versatile. Invoking is like having a multi-tool with a swappable head, and its head can be swapped with any attachment you may find in the world. The multi-tool would be the art of invoking, while its many attachments are spells that you have found and learned. These learned spells are stored in the Arcanery.

Should the caster successfully remember the formula, they may now combine the required elemental energies and their properties that the spell's formula dictates in order to cast. There are only three elemental energies:, , and. Invoked spells draw upon these elements and their properties for their potency and their own properties. For instance, a spell with Quas will draw upon its element to manipulate ice and borrow its properties to have resistant or prolonged effects.

Characters
Buluphont Culween Endoleon Gallaron Gaster Harlek Koryx Myrault Sadron Shimare Tarak Tornarus

Factions
The Exort wielding sorcerers of the Burning Cabal are known as "invokers" in their lore, suggesting that they invoke their spells.

World
Ultimyr Academy

Description
Ice and cold are oft associated with preservation, stasis, forbearance, durability and many other properties related to the slowing, resisting, and ceasing of change. The grim season of winter is the time of slowness in nature—plants grow slower or even stop growing in the cold, animals cease their usual activities and hibernate to preserve their energy, and even that which is shapeless and flowing achieves stasis as it freezes into ice. Because of all this, the cold is often associated with states of stillness such as sleep, death, and equilibrium.

Speaking of equilibrium, the cold being associated with stillness not only applies to our relatively small planet, but it even applies to this cosmos. Case in point, the end of our universe which is the great equilibrium, brought about by none other than its Ancient Apparition: the heat death of the universe. This universe, a system so chaotic with its many processes and changes, tends to move towards equilibrium due to increasing entropy. Order from chaos. Therefore, it seems fitting that any decrease and absence of change belongs to the icy cold, thus the ice and cold elements are aligned to the Strength attribute which resists change to preserve any that possess it. This is the essence of Quas.

Quas is an arcane energy that allows for the manipulation of ice elements and any properties related to immutability when using magic. Besides energy orbs that orbit the wielder, the cold arcanery of Quas may come in the form of magical crystals infused with said energy and its properties.

The following is a list of Quas' properties. Anything infused with Quas, from invoked spells to magical creatures exposed to its energies, may inherit these properties: Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Quas.
 * Cold, frigid, bitter, basically any property of being physically cold
 * Heaviness, likely because being heavy means being less susceptible to being moved like Quas
 * Stubbornness, tenacity, resoluteness, determination, fortitude (as found in )
 * Protractedness (as found in )
 * Lethargy (as found in )
 * Restorative
 * Cruelty and wickedness (when mixed with Exort's violent properties, found in exposed to said mixture while they were still incubating)
 * Covetousness and greediness (when mixed with Wex's anxious properties, found in exposed to said mixture while they were still incubating)

In Dota: Dragon's Blood
Along with the Invoker's signature Wex and Exort orbs, the elemental magic orb of Quas makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

As the sole beloved offspring of the Invoker, Filomena inherits her father's sorcery, perhaps through his instruction. Hence, Filomena also wields the orbs of Quas, Wex, and Exort.

It wasn't just the way his magic is used that was changed. Apparently, Quas now has something to do with the essence of water. Listening to the sound effects of his Quas orb, one may hear its sounds of flowing and bubbly liquid. This might have something to do with the fact that Lirrak—this be-all and end-all element of water herself—also has dominion over ice as well. If this is the case, then Quas is now the Water elements in all of its three states: Solid, liquid and gas. Because of this, it's unknown if Dragon's Blood's version of Quas still has the original's properties of stillness, resistance, and whatnot, seeing how water is an element that is quite the opposite with its properties of mutability.

The following are all the instances of the arcane orb Quas being used or the appearances of the arcane orb Quas in the whole animated series, in chronological order.

His Quas orb was first shown in the yellow-green pocket dimension that he trapped Fymryn in, appearing alongside his other orbs. They did not do much besides float around her. The hidden sage seemingly spoke to her through his orbs, but perhaps these orbs are him. When he chose to reveal himself, all three orbs flew up and converged on each other in a flash of magical light before his pocket dimension became sable. Just for a moment after his orbs converged and disappeared, his floating silhouette was briefly visible until it merged with his darkened dimension as quickly as it appeared, before he finally stepped out of the lightless space and appeared to her in the flesh.

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. It's possible that he needed them all to perform this feat.

The Invoker brought all three orbs with him when he confronted Vahdrak in his lair. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the original's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

Filomena first demonstrates her inherited magic by sending out all three orbs to tear a Radiant Ore specimen from its crash site, somewhere in a snowy mountain area. Her orbs levitated it in the air before forming a purple containment bubble around it for protection and transport.

When the Invoker visited the Arc Warden in the Mad Moon, he was protected from the vacuum of space by a golden shield and brought all 3 orbs with him, indicating that he was ready for any potential combat. During their fight, the Invoker attacked Zet with a handful of flames, the element of Exort.

Seeing that her father was in danger versus Zet, Filomena came to his rescue by using all three orbs to cast a teleportation spell that will bring her towards him to retrieve him.

Filomena prevented Bram, Davion, Marci, Mirana, Lina, and Luna from moving further into her home by trapping them a golden shield formed with Exort. But Mirana walked through it unimpeded with her divine powers. prolly cause similar elements: solar goddess vs exort, can't fight fire with fire like invoker not using quas vs lirrak

While discussing her plan with the Heroes to avert the upcoming cataclysm, Filomena fused together her orbs and the Archronicus to create a hologram of the Forge.

Although he isn't shown using the right formula (2 Exort 1 Quas), the Invoker distracted the remaining Heroes by casting his spell with all three orbs. One by one they were slain, until Lina killed one by siphoning its fire through her touch.

In spell-casting
The mental and mnemonic sorcery of can be used to manipulate Quas energy. Spells invoked with Quas will inherit its elements and its properties.

Spells invoked by by said mnemonic sorcery are also called hexes, incantations, and invocations, with no distinction between each of them.

Spells with Quas
The following is a comprehensive list of magical spells that use the icy energies and the resistant properties of Quas.

Cold Snap
(also known as Sadron's Protracted Frisson or Quas Frigoris ) is a hex whose magical formula is Trionis.

As its name implies, Cold Snap is a very brief freezing that works by drawing heat from a target, thus possibly chilling them into brittle ice. Brief though it may be, it's not called a "Protracted Frisson" for naught. This name implies that its fleeting effect may be extended, possibly via inflicting sustained damage on this affected target to continually freeze them, just like in gameplay. As a spell that has only Quas in its composition, it draws upon its properties of freezing, protractedness, and whatnot to work its crippling power.

Ghost Walk
(also known as Myrault's Hinder-Gast or Geist of Lethargy ) is an incantation whose magical formula is two orbs and one.

This magical spell manipulates the ice and electrical energies around its caster, rendering their body invisible. As a result, an elemental imbalance will occur due to the opposite powers of Quas and Wex, the spell having more of the former than the latter. Ghost Walk draws upon Quas' properties to slow the movement of nearby enemies (just like what the spell's fancier names suggest), while Wex's properties of swiftness is dulled by the elemental imbalance, thus the spell also impedes its caster. Its self-crippling effects may be offset by having more of Wex's power active, though.
 * It's unknown from which of the spell's two elements does its strange invisibility comes from. Here are two speculations for each element.
 * The invisibility may come from Quas because the spell's invisibility mirrors the transparency of ice, allowing light to pass through it and thus letting anything that's behind it to be seen clearly and making it blend in with its surroundings.
 * It may also use Quas since ice is the stuff of mystery and the unseen, like the bottom of an iceberg or the hidden waters and lifeforms beneath the ice.
 * The invisibility may come from Wex because it can manipulate electromagnetism, such as . Having power over this force, the spell's Wex can blend the caster in with every spectrum of visible light, rendering them invisible.

Tornado
(also known as Claws of Tornarus or Wex cyclonus ) is a spell whose magical formula involves two and one.

Manipulating natural forces with magic, the spell sends out a fast moving tornado that sweeps up anything in its path. Suspended in the air, victims are subject to its dizzying motion and heights until the tornado dissipates, causing them to plummet to their doom. Its high-speed winds may come from Wex's storm elements and its properties related to speed and motion, while Quas' properties may be involved in prolonging the tornado's life, thus extending its victims' airtime.
 * The sparking, purple energy of Wex can be seen on the base of the spell's tornado.
 * With the Dark Artistry uniform, the Tornado has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Ice Wall
(also known as Killing Wall of Koryx or Bitter Rampart ) is an invocation whose magical formula requires two and one.

Despite said formula, the young Invoker states that he calls upon ice and storm for this spell, contradicting the elemental combo meant for it. Regardless, this spell brings the power of the "White Waste" to the battlefield, creating a wall of ice that emanates an aura of debilitating cold. The young Invoker states that its ice is slippery. The spell draws upon Quas for its ice and the bitter cold that it emits to slow nearby victims, while Exort may be the one that makes this spell deal damage.
 * Speaking of the White Waste, this waste might be the cold northern realm of Icewrack, which is also known as the Frozen Waste. "White" may refer to its literal color, since the place is all ice and snow. Plus "wrack" and "waste" are synonymous. In this case, this spell may be from the Frozen Arts brand of magic. This may be what the young Invoker meant by using ice and storm, since spells of the Frozen Arts channel the elements of Icewrack, such as cold and wind.
 * Its elemental energies of Quas and Exort may be a reference to frostfire. This sort of flame is also produced in the gullet of the Winter Wyvern.

Forge Spirit
(also known as Culween's Most Cunning Fabrications and Grief Elementals ) are created by invoking two and one.

These spirits are said to be created from nothing. They have the ability to spit out a that destroys armor, but they are also said to destroy the will itself via unknown means. Their alleged ability to destroy the will may be why they got their Grief moniker. They embody Quas' fortitude and Exort's strength and violence.
 * young Acolyte of the Lost Arts Invoker minimap icon.png Invoker has a dragon

Deafening Blast
(also known as Buluphont's Aureal Incapacitator ) is a spell that's invoked using one of each orb:, , and.

Using all three elements at once, this simple yet powerful spell unleashes a mighty sonic wave that's loud enough to deafen those caught in the blast, leaving them reeling from the attack. Gameplay wise, it seems to draw upon Quas to knock back enemies, Wex to disarm them, and Exort to deal damage.
 * Regarding the spell using the element's powers, the blast should draw upon Quas instead of Wex for its disarming capabilities, since Quas is the energy of stopping and ceasing. On the other hand, the blast's knockback distance should draw upon Wex since it is the energy of movement. Exort remains unchanged, the spell still using it for its damage and power. Deafening Blast doesn't use the aformentioned order probably because of gameplay reasons.
 * With the Dark Artistry uniform, the Deafening Blast has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Applications
exposing eggs to crystals containing quas essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with quas will hatch as stubborn, resolute, and determined creatures

An unknown shaman once healed Ursa by drawing healing power from the surrounding icicles. This implies that the ice element has healing properties that can be drawn upon, much like Quas.

Heroes
is one of the most notable users of Quas, harnessing this magic in the form of three orbiting orbs. As a remnant of an age when magic was in its most potent form and when it required no apparatus but the mind itself, the Invoker relies on these orbs as his only apparatus. Apparently, these orbs are his mnemonic devices, which allowed him to recall in rich detail the specific mental formulae that unlocked a spell's power. With the magery of, Quas is one of the three ingredients that he can draw upon for the invocations that he has learned, invoking spells that inherit Quas' powers and properties alongside other magics that he may include in his spells' formulae.

Possible Heroes
might be a user of the arcane energy Quas for the following reasons:
 * Because her sister Lina uses Exort for her solar and flame arts, Rylai must be using her respective arcane energy Quas in contrast to her sister.
 * Some spells that use Quas, like, draw upon the “White Waste” for power. This is similar to the Frozen Arts, whose spells channel the Frozen Waste's chill beyond itself.
 * The cold emitting from her creates an where mana can flourish in low temperatures. Sounds quite similar to Quas, but no mention of it.

uses “frost magic” or “frost manipulation” for all of his ice spells, but it's not stated if they're related to Quas. But he can preserve stuff with cold, akin to Quas' properties.

's earthy body can be infused with the strength of glacial ice, granting him the power to lay his enemies to waste. It's possible that this power is the magic of Quas.

's spells that involve ice and cold include his, , and Frozen Sigil. Despite their frigid power, they have no explicit mention of Quas being used.

's is quite similar to Quas with its freezing, slowing, and healing. However, there's no explicit mention of Quas being used.

Characters
Known mages who are connected to spells that utilize the arcane energies of Quas include Buluphont, Culween, Koryx, Myrault, Sadron, and Tornarus.

The Dark Magus Gallaron might be a user of Quas since the orb for this arcane energy orbits his in-game model.

World
Icewrack

Quas is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

Others
An injured and freezing was healed by an unknown shaman who bound parts of his life-force to the nearby icicles. He now proudly wears a full set of fur armour attached with the same spellbound ice as a trophy of his victory over death. Ice having innate healing properties that are accessible via magic might be a connection to Quas.

Greevil husbandry
exposing eggs to crystals containing quas essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with quas will hatch as stubborn, resolute, and determined creatures

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he's meddling with powers that he can't comprehend.

Triviaq

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magery of Quas is the heart of a blizzard. The lore of DotA's old Invoker states that his Quas reagent builds his skill in arcane magics, as opposed to Wex's energy magics and Exort's fire magics. Besides the arcane, spells invoked with Quas deal with the power of the mind, wind, and water.
 * Unlike the modern version of Quas, the old Invoker's Quas is the attribute of intelligence, which is why it deals with the mind and magic.

Description
In nature, storms are some of the most chaotic and vibrant phenomena. It's no wonder that the word “storm” is used to describe a variety of stuff with loads of violent and agitated activity. From a macroscopic view, storms are full of change and motion as they inflict the power of the elements upon anything below them: lightning bolts strike faster than the sounds they make, rain falls down in torrents, and winds howling sweep away anything that they can carry in their wayward path.

Even on a particle level, storms are still brimming with change and motion. For instance: the atmosphere when lightning storms are formed is a commotion of constituent particles in the atmosphere. Agility

Wex is an arcane energy that allows for the manipulation of storm elements, but it can also control electromagnetism as well as any properties that promote change and motion. The following is a list of Wex's properties that are found in itself, in spells that use Wex, and in other applications of Wex. Anything infused with Wex, from invoked spells to creatures exposed to its influence, may inherit these properties: wex is chaos to quas' order, both are polar opposite, putting them together in same effect slot/assigning them to same effect slot causes imbalance like ghost walk?
 * Electromagnetic properties
 * The property of motion, which causes anything infused with it to be in motion
 * Zeal, spiritedness,  anxiousness, eagerness
 * Alacrity, impetuousness, swiftness, hastiness (as found in )
 * Covetousness and greediness (when mixed with Quas' determined properties, found in exposed to said mixture while they were still incubating)
 * Ravenousness and voracity (when mixed with Exort's violent properties, found in exposed to said mixture while they were still incubating)

Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Wex.

In Dota: Dragon's Blood
Along with the Invoker's signature Quas and Exort orbs, the elemental magic orb of Wex makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

The following are all the instances of the arcane orb Wex being used or the appearances of the arcane orb Wex in the whole animated series, in chronological order.

His Wex orb was first shown in the yellow-green pocket dimension that he trapped Fymryn in, appearing alongside the other orbs. They did not do much besides float around her. This hidden sage seemingly spoke to her through his orbs, but perhaps these orbs are him. When he chose to reveal himself, all three orbs flew up and converged on each other in a flash of magical light before his pocket dimension became sable. Just for a moment after his orbs converged and disappeared, his floating silhouette was briefly visible until it merged with his darkened dimension as quickly as it appeared, before he finally stepped out of the lightless space and appeared to her in the flesh.

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. Besides this, it's unknown if they did anything else in this process.

Both his Wex and Exort orbs can be used to capture a target physically then spiritually. This power is demonstrated in his endeavor to collect Lirrak's soul. At her watery home, he first used the former orb to accomplish this, dipping it into the lake where she slept. His Wex orb encased itself around Lirrak to capture her, causing her to awaken and struggle against his magic. She eventually broke free when she shattered it with her icy breath, prompting the mage to dodge her attack and try again with the latter orb. His Exort orb successfully trapped her and the two were back to struggling against each other, this time with more effort. In the end, he prevailed and her soul was captured within his orb, but it left him drained of most of his lifeforce. It's currently unknown if his Quas orb can also do this, although it makes sense that he didn't use it here, because one does not fight water with water.

The color of this Invoker's teleportation when he intruded Vahdrak in his lair was akin to Wex's, suggesting at Wex being used for displacement magics. He even brought all three orbs with him versus said Eldwurm. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the original's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

Spell-casting
The mental and mnemonic sorcery of can be used to manipulate Wex energy. Spells invoked with Wex will inherit its elements and its properties.

Spells invoked by said mnemonic sorcery are also called hexes, incantations, and invocations, with no distinction between each of them.

Spells with Wex
(also known as Myrault's Hinder-Gast or Geist of Lethargy ) is an invocation invoked with two and one.

(a.k.a. Endoleon's Malevolent Perturbation, Shimare's Extractive Pulse, Extractive Mana Pulse, or Wex magnelectros ) is a hex that's invoked with Trionis.

(also known as Claws of Tornarus or Wex cyclonus ) is an incantation invoked with the magic formula of two and one.

(also known as Gaster's Mandate of Impetuous Strife or Zeal of Wexort ) is a spell that is invoked with the magic formula of two and one.

(also known as Tarak's Descent of Fire, Gallaron's Abyssal Carnesphere, or Voidal Pyroclasm ) is a spell invoked with two and one.

(also known as Buluphont's Aureal Incapacitator ) is an incantation that's invoked with one of each orb:, , and.

Applications
exposing eggs to crystals containing wex essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with wex will hatch as anxious, eager, and spirited creatures.

can be infused into clothing

Others
Wex is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

Greevil husbandry
eggs are affected by the influence of magic essence like wex

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he is meddling with powers that he can't comprehend.

Trivia

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magic of Wex is the essence of a storm. The lore of DotA's old Invoker states that Wex builds his skills in energy magics, as opposed to Quas' arcane magics and Exort's fire magics. Spells invoked with Wex deal with the power of electricity and lightning.

Description
manipulation of fire elements also includes solar power thus  Intelligence Pugna claims that all sorceries have their source in the Nether Reaches. Aether (also known as void or nothingness) is an essential ingredient in the arcane arts, including Exort.
 * Hot, torrid, fiery, basically any property of being physically hot
 * Gruesomeness, brutality, ferocity, mercilessness
 * Strength, especially that which is exerted on something else, such as attack damage
 * Cruelty and wickedness (when mixed with Quas' determined properties, found in exposed to said mixture while they were still incubating)
 * Ravenousness and voracity (when mixed with Wex's anxious properties, found in exposed to said mixture while they were still incubating)

In Dota: Dragon's Blood
Along with the Invoker's signature Quas and Wex orbs, the elemental magic orb of Exort makes an appearance (and a few uses) in the animated series Dota: Dragon's Blood. According to this series' writer, producer, and creator Ashley Miller; this iteration of the Invoker doesn't mostly rely on the orbs to cast some of his spells. He compares this version of the Invoker's orbs to a "magical Swiss Army knife" (suggesting at their versatility) that empowers spells and allows him to cast magics that require these orbs.

As the sole, beloved offspring of the Invoker, Filomena inherits her father's sorcery, perhaps through his instruction. Hence, Filomena also wields the orbs of Quas, Wex, and Exort.

His Exort orb was first shown in the yellow-green pocket dimension that he trapped Fymryn in, appearing alongside his other orbs. They did not do much besides float around her. The hidden sage seemingly spoke to her through his orbs, but perhaps these orbs are him. When he chose to reveal himself, all three orbs flew up and converged on each other in a flash of magical light before his pocket dimension became sable. Just for a moment after his orbs converged and disappeared, his floating silhouette was briefly visible until it merged with his darkened dimension as quickly as it appeared, before he finally stepped out of the lightless space and appeared to her in the flesh.

All three orbs were orbiting him when the Invoker achieved astral projection to travel to Selemene's astral realm. Besides this, it's unknown if they did anything else in this process.

sealing orb

The Invoker brought all three orbs with him when he confronted Vahdrak in his lair. It's unknown if he used any of them in the ensuing confrontation, since it wasn't shown.

When the Invoker cast a spell akin to the orignal's (shown as a fiery orb before it was cast) to destroy Vahdrak, his fiery orb split into his Quas, Wex, and Exort orbs before rising into the sky. A bright yellow flash followed, then a beam of fire shot down from the clouds, disintegrating the Chaos Eldwurm and reducing him down to his soul.

In Foulfell, the Invoker confronted Terrorblade and his spectral army, invoking all three orbs for battle. He then reacts to an attack from the corrupted Eldwurms by fusing his orbs into a shield that protected him and his allies.

Filomena first demonstrates her inherited magic by sending out all three orbs to tear a Radiant Ore specimen from its crash site, somewhere in a snowy mountain area. Her orbs levitated it in the air before forming a purple containment bubble for protection and transport.

While discussing Filomena's presentation about the Nemesis Stones to the Althing, her father expunged her research on them by burning her papers with his touch. He must have used the fire elements of Exort to perform this simple magic.

When the Invoker visited the Arc Warden in the Mad Moon, he was protected from the vacuum of space by a golden shield and brought all 3 orbs with him, indicating that he was ready for any potential combat. During their fight, the Invoker attacked Zet with a handful of flames, the element of Exort.

Seeing that her father was in danger versus Zet, Filomena came to his rescue by using all three orbs to cast a teleportation spell that will bring her towards him to retrieve him.

Filomena prevented Bram, Davion, Marci, Mirana, Lina, and Luna from moving further into her home by trapping them a golden shield formed with Exort. But Mirana walked through it unimpeded with her divine powers. prolly cause similar elements: solar goddess vs exort, can't fight fire with fire like invoker not using quas vs lirrak

While discussing her plan to avert the upcoming cataclysm, Filomena fused together her orbs and the Archronicus to create a hologram of the Forge, a shadow of this machine.

Although he isn't shown using Exort, the Invoker distracted the remaining Heroes by casting his spell, which requires Exort in-game. One by one they were slain, until Lina killed one by siphoning its fire through her touch.

Spells with Exort
(also known as Killing Wall of Koryx or Bitter Rampart ) is a spell invoked with two and one.

(also known as Gaster's Mandate of Impetuous Strife or Zeal of Wexort ) is an invocation invoked by two and one.

(also known as Harlek's Incantation of Incineration or Exort Tri-Solar ) is an incantation invoked with Trionis.

(also known as Culween's Most Cunning Fabrications or Grief Elementals ) are conjured by invoking two and one.

(also known as Tarak's Descent of Fire, Gallaron's Abyssal Carnesphere, or Voidal Pyroclasm ) is a spell invoked with two and one.

(also known as Buluphont's Aureal Incapacitator ) is a spell that's invoked with one of each orb:, , and.

Lina's is similar to Sun Strike with its devastating solar power, implying it uses. It doesn't seem to need, so its formula is unknown or none.

Heroes
The wields this energies of Exort alongside Quas and Wex. Together with his art of invoking, he can weave spells that inherit Exort's power and properties together with his two other energies that he may use. These energies appear as the elemental spheres that orbit him. He is a member of the Burning Cabal, a group of mages specialized in Exort.

The young Invoker states that uses Exort, which may explain her flame and solar spells. Lina may have gotten it from her training in the flame arts with the Solar Goddess' acolytes and from her blessings from said deity.

Others
The Burning Cabal consists of invokers who specialize in fire manipulation through Exort. They favor Exort over all other magical disciplines.

Exort is featured on Ultimyr Academy's insignia. This is related to the fact that Ultimyr once taught its students how to, which is complementary with Quas, Wex, and Exort.

Greevil husbandry
exposing greevil eggs to crystals containing exort essence allows the hatchling within the egg to inherit its properties. as such, incubated greevils imbued with exort will hatch as ferocious, brutal, and merciless creatures.

Runes of Power
Runes are forged of the most fundamental magic. It's unknown what this fundamental magic is, but the following info is speculation that divines what it may be.
 * It's possible that the magics that forge these runes are Quas, Wex, and Exort, since can sense traces of them in these runes, such as Wex within the.
 * This is further supported by (who can create these runes via ) warning the Invoker that he is meddling with powers that he can't comprehend.

Trivia

 * The colors of Quas, Wex, and Exort (blue, purple-pink, orange) are similar to the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Some of Dragon's Blood's iterations of these orbs are much closer in color to these subtractive colors, as Exort is sometimes depicted with a yellow color.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * In DotA, the elemental magic of Exort is the soul of a phoenix. The lore of DotA's old Invoker states that Exort builds his skills in fire magics, as opposed to Quas' arcane magics and Wex's energy magics. Spells invoked with Exort deal with the power of fire, projection, and damage.
 * Unlike the modern version of Exort, the old Invoker's Exort is the attribute of strength.

Habitat
The Frostbitten are a time-displaced species from an unknown era. Today, they only dwell in the Frostbite Tundra, which may have gotten its name from them.

Morphology
The most common and distinctive features of the Frostbitten are their weird faces and their pale blue hides. They seem to have no noses at first, but they actually have a tiny nose with a nonexistent bridge, horizontally aligning their nose up with their blank blue eyes. Because of their tiny noses, the space between it and above their upper lip is wide, akin to Nature's Prophet's Muppetlike face. Some Frostbitten possess a twisted pair of antlers with the same shape, albeit the length and size of these antlers are asymmetrical to each other. They bear no lips on their mouths, so their teeth are always bared. Plus, they seem to have an underbite. A pair of tiny ears sit behind their antlers, but it may be covered by their hair. Lastly, they have small spikes on their chins.

All Frostbitten have the same amount and collection of teeth, with irregular tooth sizes. On their mandible, they have a total of ten teeth. They have four teeth at the front of the lower jaw which sits between two bigger fangs. Beyond their fangs are two smaller teeth on both corners of their mouth. As for their upper jaw, it has a total of seven teeth. The left corner of their upper jaw has no teeth, but they have irregular teeth starting at the front until the right corner of the upper jaw.

Some Frostbitten have pale blue fur that covers their form, save for their head and their extremities. They may also grow long straight hair that has the same pale blue color of their fur in a balding pattern, which is exclusive to Frostbitten who don't have antlers. Frostbitten have long black fingernails and grey toenails.

Body shape seems to vary between Frostbitten. The more muscular Frostbitten have an asymmetrical body shape. They have wide torsos and huge neck muscles that hide their short necks, but the size of their arms are irregular. The right arm is bigger and more muscular, while the left arm looks like Father's paralysis

hair fur. asymmetrical body shape. sharp black fingernails. seven spikes on their back

Powers
Due to their time-displaced nature, the Frostbitten possess an innate control over time. This manifests as a that speeds up the spell cooldowns of nearby allies.

Counting gameplay spells, some Frostbitten seem to have ice magic in their arcane repertoire, such as, , and. Their spells have no lore.

Culture
dance ritual within a ring of monoliths