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Indrak (also known as the Father of Lightning) is the fundamental force of electromagnetism, the spirit and the sum of all ionic dragons, and one of the eight Pillars of Creation, exclusive to the series of Dota: Dragon's Blood.

Personality and Mannerisms

 * truthful
 * logical, objective

The Thunder
lesser dragons can recognize flesh illusions inhabited by the soul of an Eldwurm, ex. air wyrmlings sensed Slyrak within Davion and fled their own nest

Ionic ragons
only indrak self-aware, while ionic dragons are just parts of his embodiment. Like fingers of a human body, ionic dragons are not aware of themselves as a finger is not aware of itself. Only the creature that the finger belongs to is aware of itself, including said finger that belongs to it.

Hierarchy
Gods and goddesses, divinities, deities, whatever one may call them, are very powerful in their own right. But even gods are subordinate to the Pillars of Creation, at least according to the Ember Eldwurm Slyrak who is one of these pillars. This should make sense seeing how the Eldwurms support the existence of the domains of both gods and demons.

Transcendent though they may be, the only power that they look up to is the Worldwyrm.

Consciousness, the dragon song, and whatnot
Indrak with the Thunder tapped into Davion's memories

Fundamental Powers
Ionic Soul Storm Anime.gif electromagnetism

Description
Storms of nature are very chaotic and dynamic phenomena. It is no wonder that the word storm is a metaphor for anything that's filled with lots of violent and agitated activity. From a macroscopic point of 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 loud sounds that they make, rain falls down in torrents, and winds 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. examples of storms representing agility and change, Raijin possesses crazed energy, storm spirit said to be boisterous Agility Wex is an arcane energy that allows for the manipulation of storm elements which encompasses wind and electromagnetism, as shown in magic, such as and. It's also an energy that allows for the manipulation of its innate properties that promote change and motion. The following is a list of Wex's inherent 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 (as found in spells like )
 * 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 Bloodd
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. The Invoker used his Wex orb to capture Lirrak. He conjured his Wex orb in his hand and threw it into the lake where Lirrak was sleeping in. He then encased her inside his orb and lifted it out of the lake. The provoked Eldwurm struggled against the magical barrier created by Wex before unleashing her frosty breath, which broke through the orb and destroyed it completely, freeing her. 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. In Foulfell, the Invoker confronted Terrorblade and his spectral army alone, invoking all three orbs for battle. He then reacts to the attack from the corrupted Eldwurms by fusing all of his orbs into a shield that protected him and his allies.

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

While discussing Filomena's presentations about the Nemesis Stones to the Althing, her father expunged her research on them by burning her papers through 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 three orbs with him, indicating that he was ready for any potential combat.

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 via trapping them inside a magical dome conjured with Exort, while Quas and Wex orbited the shield. But Mirana walked through it unimpeded with her divine powers, indicated by her eyes glowing bright yellow like the sun.

When Mirana mentions the Forge in the world before Experiment 12,403 to Filomena, who was discussing her plan with the Heroes to avert the upcoming cataclysm, Filomena fused all three orbs with the Archronicus to create a hologram of the current universe's version of the Forge that she can use to remotely control the true machine from. Although he isn't shown using the right formula (2 Exort & 1 Quas) but rather having all three orbs out, the Invoker distracted the remaining heroes by summoning to prevent them from interfering with the planet's cataclysm. One by one they were slain, until Lina killed the last one by siphoning its fire through her touch.

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.

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

EMP
(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.

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

Alacrity
(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.

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

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

Infusions
The magic essence of Wex has an influence on incubating still in their eggs. Wex's influence manifests on the hatched Greevil which will inherit its energetic properties.

Wex can be infused into articles of clothing, imbuing them with its crackling arcane might.

Heroes
The wields the energy of Wex alongside Quas and Exort. Together with this art of, he can invoke up to six well-remembered spells that inherit Wex's element and properties together with the two other energies that he may use. These energies appear as the elemental spheres that orbit him, which increases his speed if he has them active.
 * His remembered invocations that use Wex include, , , , , and.
 * Part of his attire as the Magus Magnus is a crest that crackles with the arcane might of Wex.

Characters
Known mages who are connected to the Invoker's spells that use the arcane energies of Wex include Buluphont, Endoleon, Gallaron, Gaster, Myrault, Shimare, Tarak, and Tornarus.

World
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 are the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes.
 * Some spells that are invoked with Wex may show its influence on them visually. This is done on the spell's ability icons and their visual effects during gameplay.
 * The following is a list of Wex' influences on the ability icons of spells that use it.
 * visual effects.
 * wex
 * 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.
 * wex
 * 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.