User:Ecstasy Amphetamine/sandbox9

Life in Academia
javol ja mmhmm ya
 * -|Original Timeline=
 * -|Alternate Timeline=

Post-Graduation
The following events may have happened after the young Invoker escaped his academia without travelling into the future and creating an alternate timeline.

In the early days after his escape from the Academy, Carl sought to test his growing skill by any means attainable. He found a great opportunity for adventure and trials in the fields of battle and answered the call to war, becoming a battle mage.

There was once an age where fear and superstition surrounded sorcery and its practitioners. Tales were told of the Invoker, a powerful and oppressive wizard who would destroy those without the gifts of magic or ignore such insects. Such was his ferocity that it had a powerful effect on the reputation of the magical arts during that time.

Personality and Mannerisms

 * -|Elder Invoker=

Narcissism

 * As a narcissist, Carl considers others' attention directed towards him as a privilege for them. Thirsting for attention, he often beckons their awareness to him alone.
 * Even in death, the Invoker seeks to not be forgotten into oblivion by anyone. But another of his death responses says otherwise, perhaps out of humiliation.
 * Though the Invoker may seek others' attention, he often doesn't reciprocate this. None are worthy of his full attention,  even forgetting others so as to ignore them.
 * Those who have bested and killed him in battle seem to be worthy of his attention, especially when he is about to resurrect via the.
 * believes he is peerless
 * With the amount of self-respect he has, Invoker may consider it an honor and privilege to battle with one as powerful as him, encouraging others by taunting them.
 * Such is his self-importance that he is a solipsist. A believer of solipsism, he believes only his mind's existence is real. Everything he experiences besides himself is mere illusion.
 * Compounding his self-importance is his belief that he is the monad. He thinks his existence spans farther than the world and the cosmos depends on his existence.
 * Reflecting the Invoker's immense self-respect is his peerless fashion taste for dashing and snazzy clothing as well as stylish hairstyles.

poshery

 * thees and thous

Mental and Intellectual Stuff

 * The Invoker is often in a state of important concentration, likely done to focus on his own powers. He does not suffer anyone who attempts to disrupt his concentration.
 * quick thoughts
 * immense knowledge
 * all knowledge is parallel
 * values knowledge, has no respect for the ignorant

Righteousness

 * In spite of his foul narcissism and his insufferable personality, it's implied there is an iteration of the Invoker who only uses his righteous power for good causes.
 * -|Young Invoker=

Playfulness
The Invoker was once a playful and energetic youth before the long years given to him by his cantrap took their toll on his mind. Below are several examples of his playfulness:
 * He is fond of playing racing, which he invites the Centaur Warrunner to as an ally.
 * As an ally, Carl may challenge Riki to a game where they see how long they can stay invisible.
 * takes battle of the ancients seriously

Curiosity

 * Carl is curious about odd body features, such as Axe's red skin, Dark Seer's pointed head, Slardar breathing on land, Ogre Magi's two heads sharing one body, etc.
 * He's also curious about others' powers, like Anti-Mage's no-magic, Beastmaster's seeing through his hawk's eyes, Grimstroke's paint, and Davion's dragon form.
 * Unsure of the time travel spell's consequences, Carl may find answers from allied Heroes with knowledge of time. He also seeks a way to undo the time travel spell.
 * Unsure of the time travel spell's consequences, Carl may find answers from allied Heroes with knowledge of time. He also seeks a way to undo the time travel spell.

edgy?

 * After killing Underlord, Carl's dour version will show him his superior way of subjugation. This is probably a predecessor of the Invoker depicted as an oppressive wizard.
 * In his younger form, his narcissism begins to manifest in the form of him feeling entitled to power and riches from the universe. He also thinks he matters to the universe.

free

 * Probably one of the foundations of his elder self's vain personality, Invoker dislikes being controlled.  His dreams of a future where Carl answered to no one, and was free to use his abounding powers as he saw fit prompted him to destroy his oppressive academy along with its headmaster who tried to restrain him.

Miscellaneous

 * His younger self claims that his shaking and unsteady hands (which stuck to him all the way to his elderhood) are due to the immense power he wields.
 * Carl's late headmaster once noted he was a shy child, until he developed himself to be more sociable. Nowadays, he claims to make friends wherever he goes.
 * Raised and indoctrinated in an academy where religion is banned and disallowed, Carl might be an atheist from a young age, which might've compounded his ego.
 * Like most kids, Carl has a sweet tooth for confectionaries. It's unknown if he lost it or he still retained it as he grew up.
 * Of an innocent mind, Carl is uncomfortable around scantily clad women, completely oblivious to what they express with it.  He also doesn't swear.
 * Of an innocent mind, Carl is uncomfortable around scantily clad women, completely oblivious to what they express with it.  He also doesn't swear.

Acquaintances
Although isn't really impressed by what he sees of the Invoker's talents, he doesn't think they're bad.

Young Carl has heard of the and is surprised to see her in modern times, hinting at both of their extreme ages.

Contrary to what thinks about his elder self, younger Carl has taken a liking to her, probably because they are kindred spirits in freedom.

finds a portion of his magical invocations somewhat impressive.

According to the, Invoker has not only heard of the long gone Korumite but also remembers some of their incantations.

Having travelled into the future of his elder self, young Carl still knows the Mo'rokai and wants one as a pet, implying he coexisted with them in the past.

Proof of the 's timeless popularity, young Carl has heard of and read Wukong's legends.

Like all other children, young Carl has heard of the fearsome and horrifying in his bedtime stories.

claims it remembers the Invoker from some time long past.

knows the Invoker's true name of power, casually mentioning it while giving him a sarcastic compliment.

A fellow competitive wizard, knew the Invoker when he was still called the “Arsenal Magus” for his many spells. Like everyone else, he dislikes his ego.

The is constantly seeking the impossible attention of the Invoker  for the purpose of sharing their arcane knowledge with each other.

is one of the few people who knows the Invoker's true name of power. He also seems to be familiar with him.

Upom meeting, young Carl will claim to know his ancestor. Since they're both of Ultimyr, perhaps this implies Demnok's lineage was dedicated to Ultimyr.

Young Carl knew when he was still the mighty king of the gods.

Allies
Carl's mastery of Exort has earned him a membership in the mysterious Burning Cabal. Signifying this is him wearing their full crimson uniform.

When young Carl meets, Carl will mention an entity named “Ol' Hobb” who said that he's made of “quick breads” by now. Maybe this is ? Who knows…

As a youth, Carl considered his (back when it took the form of a dragon hatchling and not a genielike spirit) as his best friend.

Enemies
Like a certain wise and arrogant elemental, Invoker seems to be disliked by everyone. This is just a reciprocated reaction from those who cannot tolerate his personality. Meanwhile the Invoker himself has nothing special to say to other Heroes regardless of what unique and impressive traits they may have, a deficit that the writers intentionally gave him to reflect his inclination to ignore others. As such, the people who simply dislike him for being who he is would be too numerous to list.

According to Dark Willow's gossip, and  want to beat up Carl. The former can be seen in a card art for the spinoff game Artifact.

An arbiter of justice, the is aware of the Invoker's crimes, which seems to horrify even the likes of her.

The has allowed himself to be summoned by many foolish sorcerers, but he swears to never answer to the Invoker for some reason.

defends the mysteries of the Hidden Temple from prying minds such as that of the Invoker's.

On behalf of the Underscape, relays to the sempiternal Invoker death's desire to see him on the other side. In response, Carl refuses to answer and die.

Wardrobe
Proof of his membership in the Burning Cabal, he wears their uniform made of bracers with minor fire protection enchantments, a cape, and their war-crest collar and shoulders.

The Invoker wears white and golden regalia whose motifs are Exort and the sun. Its cape was once tattered and faded until the Invoker put it on, revealing its true form, so illuminating and pristine. The shoulder pieces are charged with sunlight and the brighter glare of his mind, plus they are said to be forged by the same powers that made the Sun. Upon this beacon's brow is a crown emblazoned with the Scion of the Sun's crest, a symbol of his Exort mastery.

Resting upon his shoulders are ornate pauldrons with tall and awkward spires, yet they are a symbol of his capability to reach and puncture into the very depths of outer space.

Quas
is an arcane energy that allows the manipulation of ice elements. Additionally, spells invoked with Quas will inherit its many properties of resistance and slowness.

As long as the Invoker has any of amount of this orb active, Quas with its properties of strength and resistance will infuse him with regenerative power.

Wex
is an arcane energy that allows manipulation of storm elements, such as wind and electromagnetism. Spells invoked with Wex will have its properties of haste and motion.

So long as the Invoker has any number of this orb's instance active, Wex with its properties of alacrity and animation will imbue him with unrivaled speed and agility.

Exort
is an arcane energy that allows the manipulation of fire elements, including the the Sun's power. Invocations of Exort will possess its burning and damaging strength.

If the Invoker has any amount of this orb up, then he will find his attacks infused and amplified by Exort's gift of additional strength and damage.

List of invocations
these are his favorite spells  that he deems worthy of remembering  not his spells as they are "traditions" that he learned somewhere else

self-learned these spells

Cold Snap
(also known as Sadron's Protracted Frisson or Quas Frigoris ) is a debilitating invocation invoked with three orbs of Quas or simply Quas Trionis.

This spell draws the heat from Invoker's targeted victim, briefly freezing them as the name “Cold Snap” implies. “Protracted Frisson” implies the Invoker can prolong the brief freeze by sustaining his attacks on a victim who is still under the effects of Cold Snap.

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

Ice Wall
(a.k.a. Killing Wall of Koryx or Bitter Rampart ) is a barricading spell invoked with two Quas and one Exort, but young Carl says he invokes ice and storm.

This simple invocation generates a slippery wall of solid ice that not only blocks paths, but also emanates an aura of bitter cold that damages and slows nearby victims.

When the Invoker casts this spell, he may mention a harsh place called the "White Waste" which is somehow related to this spell. The following is speculation about this:
 * The White Waste sounds synonymous to Icewrack's other name, the Frozen Waste. “White” may refer to its icy landscape, while "Waste" means it's a desert like Icewrack.
 * If the harsh White Waste is actually Icewrack, then Ice Wall may be a spell of the Frozen Arts, whose spells draw upon Icewrack's elements, like and.
 * Perhaps this is why his Ice Wall uses ice and storm, since it's similar to which taps Icewrack's cold winds. Ice could be its chill, while storm could be its wind.

EMP
(which stands for Endoleon's Malevolent Perturbation or Extractive Mana Pulse, a.k.a. Shimare's Extractive Pulse or Wex magnelectros ) Wex Trionis

Once cast, the spell sparks a charge of electromagnetic energy, building it up until it detonates as an EMP that siphons the mana of anyone caught in the blast.

Tornado
(also known as Claws of Tornarus or Wex cyclonus ) is a disruptive storm spell invoked with two Wex orbs and one Quas orb.

With the Dark Artistry outfit, the spell's tornado has a darker color and it also leaves a trail of dark runes in its path. It's unknown if this is reflected in the lore or just a cosmetic.

Alacrity
(also known as Zeal of Wexort or Gaster's Mandate of Impetuous Strife ) is a spell of amplification and hastening invoked with two Wex and one Exort.

Casting this spell on a chosen target infuses them with an immense surge of energy that imbues them with the speed of Wex, while Exort boosts their damage capabilities.

This invocation was made by Gaster to help mages tackle the challenge of facing a well-armed opponent who intends to face them in close quarters where they're disadvantaged.

Sun Strike
(also known as Harlek's Incantation of Incineration or Exort Tri-Solar ) is a cataclysmic solar spell invoked with Exort Trionis.

trick shot

Forge Spirit
(a.k.a. Culween's Most Cunning Fabrications, Grief Elementals, or Ravagers of Armor and Will ) are conjured with two Exort orbs and one Quas orb.

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

Deafening Blast
(also known as Buluphont's Aureal Incapacitator ) is a destructive sonic spell invoked with one of each orb: Quas, Wex, and Exort.

With the Dark Artistry outfit, the spell's sound waves have a darker color and leaves a trail of dark runes in its path. It's unknown if this is reflected in the lore or just a cosmetic.

Other spells
The Sempiternal Cantrap is the Invoker's source of quasi-immortality. Cast once and forgotten by him forever, the spell is still in effect. The spell not only grants him so much longevity that those who cast it in the world's first days are still alive in the present, but it is also said that those who cast it cannot die unless they have been crushed to atoms.

It's implied Carl has casted this Sol Apex incantation, said to be forgotten for over nine thousand years. It is also said that it promises its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. He has flaming hair, glowing face markings, and luminous eyes with this spell, possible manifestations of its solar blessing.

Carl still remembers a number of the Korumite's incantations.