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. implies that the structure of the fabric of planar space can affect the trajectory of arcane energies travelling on it, like curvatures in spacetime fabric affecting the path of light. For example, a pocket where the fabrics of the planes converge creates an area where arcane energies are forced to flow towards it, with no hope of going the other way, like water down a funnel or light into a black hole.

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 lots 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 or beyond 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 that's unpleasant and unfavorable.
 * 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. 's manipulates the structure of spacetime with waves of pink and orange energy (possibly the Chronoptic energies), destroying lesser beings around him.
 * 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.
 * Here is a small list of Darkterror's abilities that have the power to warp the fabric of reality to his advantage.
 * From one spot to another, Darkterror rips a hole in time to take a through his timeless home realm Claszureme, allowing him to appear back in an instant without crossing the space between his previous position and his destination.
 * His ultimate is a blister in spacetime that contains a rift to Claszureme where time does not flow, trapping anyone within it in a state of stasis.
 * 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.
 * He seems to know his fate thread, since he mentions seeing his “path” unspooling in front of him. His apotheosis freed him from fate and gave him his own destiny to control.

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

Despite appearing as a brutish creature, the is capable of bending aspects of nature to his iron will, a prowess that is  a combination of his cunning and strength. 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.
 * Barathrum doesn't just rely on his brute strength to get things done, some of his abilities can twist the fabric of reality to facilitate his success.
 * To through this plane unimpeded, Barathrum can warp the fabric of reality around him to lessen its negative influence on his physical form.
 * His unyielding focus forms a centered on him, creating a point of convergence in planar space where not even the strongest arcane energies can escape.
 * His powers over this fabric is further demonstrated by his brute strength which allows him to pry open the rifts between the 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, the can cut through space. Perhaps he means the space between the user and their destination is negated, hence it's cut.

Time and space bend before the winged to work its powers of nigh-omnipresence via teleportation that it grants to its wearer.

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.

Earth orbits the sun like its real-life counterpart. Together with the shady moon, they complete the world's day and night cycle. Its orientation is responsible for the four seasons as well.

Aerial
High above the earth is the Ghastly Eyrie, a realm so lofty it's said 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 everything born from a seed on this massive fertile 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.

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.

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