User:Ecstasy Amphetamine/sandbox

= Keeper of the Light = Upon a pale horse he rides, this spark of ancient suns. Ezalor, Keeper of the Light, rides forth from the shattered Primordial harmony to bring the gift of life and light throughout the many corners of the vast universe, while remaining one step ahead from the ancient forces of chaos and darkness. A force of the universe that has grown sentient in the dawn of time, he embodies and identifies himself as the weak nuclear force, a fundamental force that is unique among the others with its transformative capabilities on the subatomic level (compared to the other forces which are attractive and repulsive) as well as the ability to manipulate magic and its very essence.

Biography
Before time even began to flow, the fundamental laws of the universe were all bound together by the great Primordial harmony in the far and upstream Fundamental Plane made by the One we know as. At the dawn of the universe, these inanimate forces gained the gift of sentience and expression through unexplained means. With the capacity to feel and think, the spark of ancient suns came to be known as Ezalor, the Keeper of the Light, and the four Fundamentals were born. Soon after, the Primordial harmony was broken (either by Ezalor with his ability to disrupt harmony or Elder Titan who caused the Schism ) and the sentient Fundamentals were set loose into the many planes of the fragmented world left behind by their creator.

Ezalor frequently mentions that he is on a quest, but the goal of this quest and why he partakes in it is currently unknown. He also claims to originate from a place known as Light's Keep where he also returns to when he dies before riding out once more.

The Spark of Suns
Ezalor created and took on the mantle of the one who brought light to every corner of the universe and keeping darkness and chaos at bay with his powers over light and order, but abandoned this role soon after (likely due to the doggedly chasing after him) leaving it to be taken up by anyone who wishes to continue his work.

But it was under this mantle that Ezalor was in his prime, and he was in his prime when he was still the spark of ancient suns. Wielding a radiant staff, he channeled his powers to create the very first sun in the universe, a sentient and conscious beacon of light that can reproduce through supernova, resulting in an endless cycle of birth and rebirth. The first sun was the primogenitor of every sun and star in the universe, including the likes of and

Although he could give life to conscious stars, he can create lifeforms as well. In the earliest days following his exodus from the Fundamental Plane, Ezalor channeled his power to create a winged horse that inherited his gift, allowing it to aid his work in sparking suns to life.

His work soon came to an end when the Chaos Knight set his sights upon him and chased after his fugitive brother who was said to have defied the first covenant when he escaped the Fundamental Plane. Ezalor was forced to abandon his work in response to the pressing danger at hand and left the mantle with no one around to give it to, until it was taken up by his grandchildren aeons later.

Keeper of the Northlight
Aeons later, Ezalor assumed a cunning disguise in the form of a doddering old man, a true outward embodiment of the fundamental force that is his identity. He has been observed appearing in different guises: a fortune teller, a wizard, and even a sage, but there are none so well documented as his guise of the Keeper of the Northlight.

Legends from the remote frigid villages of the Wailing Mountains speak of a hooded old man who travels in the cold Northern wastes, appearing only to those who have lost their way and when evil or darkness makes its presence known in those lands. Upon a grey stag he rides, bearing the light of the famous North Star that has helped countless travelers to find their way, while banishing evil and darkness when he finds them.

Personality and Mannerisms

 * Ezalor is prone to forgetfulness, but this behavior affects him deeper than what we observe from his physical guise. He is not forgetful because he takes on the form of an old man, but because it's actually an outward expression of the force that he embodies: the weak nuclear force, which is best known for mediating the process of radioactive decay.
 * Decay may be associated with forgetfulness in the elderly, because their capacity for making and retrieving memories often deteriorates (or decays) with age.
 * Hence, Ezalor did not choose to take on the form of an old man, but his guise is a result of him creating a form that bests represents what he truly embodies.
 * Explanations aside, his forgetfulness often gets him into trouble with his kin and even himself.
 * Ezalor is a benevolent and noble being. Even after abandoning his mantle, he still does his best to beat back evil whenever it is found while still helping those who need his gift of light, no matter what form he takes. His voicelines and the way he speaks them has an air of heroism and nobility.
 * Among other heroes, he has a reputation of being a funny old man to them.
 * Some of Ezalor's voicelines when he meets with allied female heroes show that he is quite flirtatious with females, regardless of their race or species. It's unknown if this is just a gag on him being a perverted old man or an actual aspect of his personality, as none of the women that he directs these lines to acknowledge this and he doesn't even display this behavior in Dota Underlords.

Family
Ezalor is one of the few heroes in Dota 2 that has children of his own. All the stars and suns in the universe are his children, including Phoenix, Dawnbreaker, and her creators, the Children of Light, who are all descendants of the Keeper's first sun. Dawnbreaker is humbled by the presence of her great grandfather but she is also saddened that he did not do anything to save the Children of Light nor did he know about the fates that they chose. She is even furious at him for abandoning his descendants.

The Solar Goddess, a divine figure whom worships, is a dilution of a greater lineage of star progeny (as in the stars and suns themselves) which includes the Dawnbreaker and her creators, the Children of Light. This would imply that the Solar Goddess is also a very distant descendant of Ezalor and his first sun.

Since is the lover of Dawnbreaker, Ezalor would be his great grandfather-in-law. Mars seems to be deeply concerned about how he treated the Children of Light and why he abandoned them.

Ezalor is the younger brother and antithesis to the Chaos Knight, who has been hunting him down ever since the exodus of the Fundamentals from their progenitor realm. Chaos Knight claims that he seeks to destroy all order and creation as well snuff out the Light from every plane of existence but he belies an ulterior motive where he truly seeks to reunite his siblings back into the Fundamental plane.

Like all Fundamentals, they are the children of the Elder Titan. That includes the two omnipresent forces and.

Rivalry
Besides the Chaos Knight, Ezalor has been in some in-fighting with the children of the Schism. Enigma is hostile towards Ezalor, as he embodies the very force that causes a star to collapse on itself and die, turning it into a black hole. In Dota Underlords, Enigma also plans to replace him with, for reasons unknown.

Embodiment
Ezalor is a Fundamental, a fundamental law of the universe that has gained sentient expression at the dawn of the universe's creation. It is currently unknown how Ezalor and his Fundamental brothers managed to become sentient beings, and it's even more mysterious if they got their sentience by themselves or someone/something else. He originates from a higher plane of existence known as the Fundamental Plane where they were once united as one force   in/by the great Primordial harmony, which was either disrupted by Ezalor or shattered by his creator, allowing him to separate from the other ancient forces that he was once bound with.

Like all Fundamentals and their creator, Ezalor is an omnipresent force that exists in all planes at once, allowing him to call upon other versions or aspects of himself to assist each other. Like his brother Chaos Knight who uses it to summon phantasms from other worlds, or Enigma who uses it to summon aspects of himself from other dimensions, Ezalor can utilize this omnipresence to summon a separate spirit to channel his abilities for him.

The Weak Force
Ezalor embodies the weak nuclear force, in contrast to his brother who embodies the strong nuclear force. The weak force is best known for being responsible for several kinds of radioactive decay, one of which is responsible for the nuclear fusion between subatomic particles that causes stars and suns to burn. With this power, Ezalor has sparked the heat of countless stars, lighting up every corner of the universe and gifting the sun's radiance to the distant worlds that find comfort from its rays, while allowing them to go and multiply via supernova to further extend the cycle of life. He also used his force to make sentient lifeforms, such as winged horses that inherit his powers, which means that the weak force can be used to create life as well.

is a rather straightforward ability. Ezalor simply channels a burst of light from his radiant staff and releases it at the right moment to unleash a large wave of light. The internal glow of his staff is said to fill the souls of the innocent with tranquility while relieving them of their pain (likely flowery language that explains Illuminate's healing ability) but the wicked cannot bear the weight of this light.

Ezalor's is a good example of the weak nuclear force being integrated into his gameplay and his lore. By disrupting the so-called "Primordial harmony", Ezalor can cause those with poor constitution to uncontrollably drain their own magical energy. It is unknown if operates under the same lore of the ability that it has replaced (besides being similar in terms of gameplay) since the spell was released without a lore description.

is one of Ezalor's most vague abilities. Lorewise, the skill is said to be Ezalor bestowing his "harmony" (likely referring to the Primordial harmony that's frequently mentioned in Ezalor's lore ) upon others to restore their magical energy. Ezalor mentions chakra, kundalini, and the serpent of illumination when using this ability, but it's not yet known how these concepts relate to his powers.

Just like his first spell, is also a straightforward ability. It is simply a short blast of intense light that may threaten to blind those who look directly towards it.

is an interesting ability, as not only does Ezalor call upon the wisp Ignus Fatuus to aid him, but its lore description states that Ezalor has an uncanny influence over many powerful creatures that are always willing to help him even if he doesn't seem to be familiar with them. Basically, Ezalor can call upon creatures such as wisps to aid him and they will always answer his call, even if he forgets who they are. As for the capabilities of this wisp in the lore, it is currently unknown if we do not take gameplay mechanics into the question.

is yet another one of Ezalor's vague abilities, due to its obscure description. It can be speculated that this ability works similarly to Io's (lorewise) for the two following reasons:
 * These abilities are almost similar to each other in gameplay. Lorewise, Io's ability uses its omnipresence over space and the Seven Planes as well as its ability to teleport to use Relocate, allowing Io to relocate anyone to any point in space while still being with them at their destination, since it is omnipresent.
 * Like Io, Ezalor is omnipresent as he is a Fundamental, who exists across all planes at once. Since they share this trait and possess similar teleportation or planeshifting skills, it may be assumed that Recall is simply Ezalor's version of Relocate that may or may not have any differences.

Lastly is what happens when Ezalor sheds his mortal guise, allowing him to reveal the power that he truly embodies.

Friendships and rivalries
Allies meeting Keeper of the Light Enemies killing Keeper of the Light Enemies dying to Keeper of the Light Others
 * vo_arc_warden_arcwar_ally_02.mp3  The aid of a Fundamental is most welcome.
 * vo_centaur_cent_ally_08.mp3  Keeper, what a strange beast you are.
 * vo_centaur_cent_ally_09.mp3  Keeper, let us run together.
 * vo_chaos_knight_chaknight_ally_01.mp3  Ride with me, brother.
 * vo_dark_willow_sylph_ally_81.mp3  Wow, you're old.
 * vo_dark_willow_sylph_ally_82.mp3  Keeper of the light... That job sounds... Boring.
 * vo_elder_titan_elder_ally_05.mp3  Great age has dissolved the differences between us, Keeper.
 * vo_enigma_enig_ally_01.mp3  Come, Ezalor. We have endless work to do.
 * vo_enigma_enig_ally_02.mp3  We Fundamentals shall win this day.
 * vo_hoodwink_hoodwink_ally_85.mp3  I kind of wanted to sleep in today, gramps.
 * vo_wisp_ally.mp3  Boop
 * vo_legion_commander_legcom_ally_10.mp3 vo_legion_commander_legcom_dem_ally_10.mp3   I like your mount.
 * vo_mars_mars_ally_146.mp3  What kind of example are you setting for the youngsters, Ezalor?
 * vo_mars_mars_ally_147.mp3  Long have I admired your steed, Ezalor.
 * vo_monkey_king_monkey_ally_79.mp3 vo_monkey_king_monkey_crown_ally_79.mp3   You gotta show me how to do that light trick, Ezalor.
 * vo_monkey_king_monkey_ally_80.mp3 vo_monkey_king_monkey_crown_ally_80.mp3   Keeper, I was thinking next Thursday would be a good day for my 'fundamental ascension' ceremony, that work for you?
 * vo_pangolin_pangolin_ally_85.mp3  You make me laugh, old man. Perhaps you're not as senile as you appear to be.
 * vo_pangolin_pangolin_ally_86.mp3  Chaos Knight was asking about you. It seems he is quite taken with you.
 * vo_phantom_lancer_plance_ally_05.mp3  You keep the light. We will protect it.
 * vo_snapfire_snapfire_ally_87.mp3  Feel like some flap-jacks, Ezalor?
 * vo_snapfire_snapfire_ally_88.mp3  Going my way pilgrim?
 * vo_rubick_rubick_ally_07.mp3  Illuminate my path, Keeper.
 * vo_void_spirit_voidspir_ally_30.mp3  Before I even knew myself, I felt your headlong flight.
 * vo_void_spirit_voidspir_ally_31.mp3  I've enjoyed watching your journey, Ezalor.
 * vo_arc_warden_arcwar_rival_07.mp3 The last of your light is cast.
 * vo_bristleback_bristle_rival_14.mp3 Die, geezer! And that horse you rode in on!
 * vo_bristleback_bristle_rival_12.mp3 Lights out for you, geezer.
 * vo_chaos_knight_chaknight_rival_15.mp3 My antithesis rides no more.
 * vo_chaos_knight_chaknight_rival_16.mp3 The Light is lost from this plane.
 * vo_chaos_knight_chaknight_rival_17.mp3 Aha, come back, and I shall kill you again.
 * vo_chaos_knight_chaknight_rival_18.mp3 I'll see you purged from every plane.
 * vo_chaos_knight_chaknight_rival_19.mp3 Your light is snuffed out.
 * vo_chaos_knight_chaknight_rival_20.mp3 The light goes out from your eyes.
 * vo_chaos_knight_chaknight_rival_21.mp3 Long have I hunted you, Ezalor.
 * vo_chaos_knight_chaknight_rival_22.mp3 The universe has no place for a rogue Fundamental.
 * vo_earth_spirit_earthspi_rival_42.mp3 I enlighten you.
 * vo_elder_titan_elder_rival_14.mp3 That which I divided, returns to Unity.
 * vo_elder_titan_elder_rival_15.mp3 So dies the spark of ancient suns.
 * vo_enigma_enig_rival_02.mp3 Though you spark suns to shine, you cannot escape me.
 * vo_enigma_enig_rival_03.mp3 Ezalor, the weak and infirm.
 * vo_enigma_enig_rival_04.mp3 Your weakness was your undoing.
 * vo_enigma_enig_rival_05.mp3 Ezalor, your decay is now complete.
 * vo_enigma_enig_rival_06.mp3 So dies the spark of endless suns.
 * vo_enigma_enig_rival_07.mp3 You forget yourself, Ezalor.
 * vo_enigma_enig_rival_08.mp3 Flux you and the horse you rode in on.
 * vo_enigma_enig_rival_09.mp3 What you bring to life, I shall bring to death.
 * vo_enigma_enig_rival_13.mp3 So ends another Fundamental.
 * vo_enigma_enig_rival_16.mp3 A Fundamental dies.
 * vo_enigma_enig_rival_17.mp3 So dies a Fundamental of the universe.
 * vo_grimstroke_grimstroke_rival_53.mp3  I take extra pleasure in destroying an original.
 * vo_hoodwink_hoodwink_rival_85.mp3  Hey old-timer. The sun sets on everybody. Whether they like it or not.
 * vo_legion_commander_legcom_rival_25.mp3 vo_legion_commander_legcom_dem_rival_25.mp3  Never trust a wizard.
 * vo_lina_lina_rival_17.mp3 Got a light?
 * vo_lina_lina_rival_18.mp3 Old.
 * vo_mars_mars_rival_74.mp3  Your brilliance ends in darkness, old man. Just like all the rest...
 * vo_mars_mars_rival_75.mp3  All who came before me must perish!
 * vo_mirana_mir_rival_10.mp3 Sagan has been eyeing your mount all day.
 * vo_monkey_king_monkey_rival_79.mp3 vo_monkey_king_monkey_crown_rival_79.mp3   Ezalor, you should have used that horse to run.
 * vo_monkey_king_monkey_rival_80.mp3 vo_monkey_king_monkey_crown_rival_80.mp3   You've had a good run, Old Man. But it's my time now.
 * vo_pangolin_pangolin_rival_83.mp3  This is where negligence leads, old man.
 * vo_pangolin_pangolin_rival_84.mp3  So do I keep the light now? Is that how it works?
 * Phoenix_bird_emote_bad.mp3 Chirp!
 * vo_rubick_rubick_rival_16.mp3 No light lasts forever.
 * vo_snapfire_snapfire_rival_88.mp3  You rode in the wrong rodeo, Ezalor.
 * vo_snapfire_snapfire_rival_89.mp3  Turns out you're a one-horse talent.
 * vo_spectre_spec_redux_rival_08.mp3 You ride no more.
 * vo_visage_visa_rival_02.mp3 You shall not pass!
 * vo_void_spirit_voidspir_rival_51.mp3  It brings me no pleasure to extinguish the first light.
 * vo_kunkka_kunk_death_06.mp3 Not the horse latitudes.
 * vo_oracle_orac_prophecies_043.mp3  Ponies! I see ponies! A terrible vision indeed.
 * vo_oracle_orac_prophecies_044.mp3  Trampled falls the hero beneath ethereal hooves.
 * vo_legion_commander_legcom_duelhero_22.mp3 vo_legion_commander_legcom_dem_duelhero_22.mp3  Defend your beard!
 * vo_legion_commander_legcom_duelhero_28.mp3 vo_legion_commander_legcom_dem_duelhero_28.mp3  I will tear you from your saddle!

Life in Academia
Among the earliest practitioners of magic in its most potent and ancient form, there was a child prodigy named Carl. Such was his intellect and memory that he could master more than four spells—the highest amount of spells that a devoted wizard could hope to master with the most of their brainpower. He was enrolled in an ancient wizard's renowned academy for the mystic arts that honed his already impressive skills in magic. The young Carl excelled at every curricular task given to him and basked in the praise given for being so competent, but he dreamt of a future where he answered to no one but himself, where he could freely use his growing powers. The headmaster of this academy thought to keep him locked away, likely to prevent him from unleashing the destructive potential that his powers could bring. This didn't come to fruition however, as the young Carl had successfully destroyed the academy and left it in ruins. Also, in his self-chosen day of graduation when he freed himself from the school, he managed to acquire the Dark Artistry formal battle dress, an extremely coveted uniform that could only be issued to its students in times of great calamity and sorrow. Among the earliest practitioners of magic in its most potent and ancient form, there was a child prodigy named Carl. Such was his intellect and memory that he could master more than four spells—the highest amount of spells that a devoted wizard could hope to master with the most of their brainpower. He was enrolled in an ancient wizard's renowned academy for the mystic arts that honed his already impressive skills in magic. The young Carl excelled at every curricular task given to him and basked in the praise given for being so competent, but he dreamt of a future where he answered to no one but himself, where he could freely use his growing powers. The headmaster of this academy thought to keep him locked away, likely to prevent him from unleashing the destructive potential that his powers could bring. This didn't come to fruition however, as the young Carl had successfully destroyed the academy and left it in ruins. With no headmaster to oppress him, he was finally free to make his dreams a reality. He stole a time travelling spell from the late headmaster's secret archives so that he can prematurely travel into the future that he dreamt of. Casting the spell, he was successfully displaced from the past of the current timeline into the present, switching places with his elder self. Although the spell was successful, he failed to read the full description of the spell before casting it. If he were to fail in his elder self's fated mission, it will result in each timeline's certain demise.
 * -|Original Timeline=
 * -|Alternate Timeline=

Post-Graduation
The blurb for The Good Old Days voice pack says that the long years of his nigh-immortal life have taken an unimaginable toll on his personality. The detriments that happened in those years might've been the reason why he is drastically different from his younger self.

In the early days after his escape from the academia, Carl sought to test his growing skills by any means attainable. He found a great opportunity for adventure and trials in the field 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. Such was his ferocity that it had a powerful effect on the reputation of the magical arts during that time.

Carl may have once joined the Burning Cabal faction, a group of invokers who specialize in fire manipulation and favor Exort over all other magical disciplines.

Dragon's Blood
In Dota: Dragon's Blood, the Invoker is one of the main protagonists of the series. A nameless Elven sage, the Invoker lives as a recluse in his tower which is filled to the brim with magic, causing it to be invisible to all but those with a gifted sight or magic items that grant supernatural vision.

To see the full involvement of the Invoker in this series, please check the dqqw page.

Young Carl

 * Carl is a curious child who still has much to learn. Majority of his interactions with allied and enemy heroes involve him questioning their looks, powers, capabilities, intentions, etc.
 * Carl is quite energetic and playful. This can be seen in his animations and his voice lines as well as his lines with other heroes.  This also manifests in his burning taste for adventure.
 * During his years in the academia, Carl used to be a shy person. He later came into his own (as said by his late headmaster) and became much more sociable.
 * Carl has a childish innonence. He gets a bit disgusted upon killing someone and feels uncomfortable around people with revealing clothing.

Elder Carl

 * Carl is extremely narcisstic. He thinks very highly of himself but has little to no regard for anyone, sometimes he doesn't even acknowledge their existence  or he simply forgets them at short notice. This is evident in his intentional lack of ally/rival responses, as confirmed by the developers themselves. Although he may not have any regard for anyone, he tends to divert the attention of others to himself, yet another common trait among narcissists. His personal taste in clothing also reflects this very well.
 * Carl's powerful intellect makes him worthy of his extreme solipsism. He acknowledges that his mind is the only one to surely exist, and the rest of what he perceives are but mere extensions of his thoughts.
 * Such is his solipsism that it has also made him believe that he is the progenitor and embodiment of all creation.
 * For Carl to master such power would require him to be extremely disciplined. The dragon spirits within 's cleaved mask praise his discipline.

Acquiantances
The young Carl claims to know 's great great...great ancestor. Given that Demnok is a faculty member of an academic institution and Carl was once a student in a different academy in the past, he may actually be referring to Demnok's ancestor that he may have met in his ancient academy.

Acquaintances
Among Carl's many names throughout the aeons, knew him in a time when he used to be called the "Arsenal Magus".

has some knowledge of Carl, claiming to remember him from a distant past.

and are some of the few who know him enough to call him by his true name of power, Carl. is also one of the few who knows him by the name of Carl, but this might just be a pun on his name rather than something related to the lore.

Enemies
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.

Invoke
Carl is one of the few quasi-immortals who have mastered a potent and ancient form of magic lost to the ages. Although his magic doesn't seem to have an official name, the spells that he casts are known as Invocations. This should mean that is his brand of magic, according to his younger self.

Invoke is a unique spell casting system that heavily relies on the caster's memory to be effective. This is the full process of using Invoke, including the procurement of spells. Note that the following only applies to how Carl uses this magic, and not others who may use it as well.
 * First, one must have a spell well remembered in the Arcanery of their mind. To remember a spell, one must memorize in rich detail the specific mental formula for the spell. The caster's memory can be aided with the use of abstract mnemonic devices, but physical devices like spellbooks and grimoires may be used if one is not as smart as Carl. It is likely that Carl's orbs are his mnemonic devices that allow him to recall a spell's formula.
 * The mental formula of a spell allows the user to unlock it for use. Not being able to remember it means that the user will never know or even wield the spell until they have managed to memorize the formula. Once unlocked, the spell will be ready for use until it is discarded.
 * The Arcanery is heavily implied to be the mental capacity of a caster that can store a limited amount of spells. When a caster has successfully mastered a spell, it is stored in the Arcanery for later use. The mental capacity of one's Arcanery is heavily dependent on their memory and intelligence. If a caster is smart and has good memory, they can allot multiple but limited amount of spells into their Arcanery. Otherwise, they will have a smaller mental capacity for spells to use.
 * For those with a full or limited Arcanery, no more spells can be allotted to their memory. One must make room for more spells by simply forgetting it from their memory, creating space for new spells to cast.
 * Although not mentioned, it is heavily implied that spells are cast by the user's thoughts since it does not rely on equipment, but rather the mind of the magician.

As unique as it is from other kinds of magic, it still requires mana as a resource for casting its spells.

Orbs
Alongside his Invoke magic, Carl has three elemental orbs that he uses alongside Invoke to cast spells, manipulate the elements, and use their metaphysical properties such as the "strength" of fire and the "fortitude" of ice.

allows for manipulation of ice elements. Besides the elements, it also grants him bonus regeneration, but it's not clear if it restores either health or mana only or both, since he has likened his Quas to a Regeneration Rune. Quas may act as a catalyst that boosts the properties of his spells that rely on Quas to be invoked. However, it hasn't been acknowledged in the lore yet.

allows for manipulation of storm elements. It also grants additional speed in both movement and combat. It's possible that Wex acts as a catalyst that increases the speed or movement properties of spells that require Wex. As of now, this is just gameplay mechanics, but given how some gameplay elements are acknowledged or translated into the lore, it might be a good possibility.

allows for manipulation of fire elements. It also increases the damage of the user, but the bonus is implied to cost something, at least according to his younger self. It may be said that Exort's damage boosting properties are catalysts that affect the power of spells that rely on Exort when invoked, but so far, this has not been acknowledged in Dota 2's lore yet.

Runes are said to be forged of the most fundamental magic. If the young Carl claims that he can sense his orbs' powers in these runes, then his orbs may have something to do with the creation of runes. Furthermore, it may even be said that, , and could be the fundamental magic that creates these runes.

Spells
These spells are currently in Carl's mental Arcanery, where he can quickly access them from his mind and memory for him to cast. is invoked when using three instances of. The spell is also known as "Sadron's Protracted Frisson". If Vancian magic rules were used, then "Sadron" should be the creator of this spell. No mere freezing magic, this cantrip does not directly freeze the opponent in ice like most spells, but rather saps the heat from their body and freezes them as a consequence instead. is invoked when using two instances of and one instance of. It is also known as "Myrault's Hinder-Gast" or "Geist of Lethargy". A rule of Vancian magic would dictate that "Myrault" would be the creator of this spell. Based on its lore, the names of this spell, and its effects in gameplay, the cantrap renders Carl invisible by controlling the ice and electrical energies to create an elemental imbalance that slows both him and anyone within his proximity. is invoked when using two instances of and one instance of. It is also known as "Killing Wall of Koryx" or "Bitter Rampart". If the rules of Vancian sorcery are to be applied, then "Koryx" would be the spell's creator. This spell simply creates a wall of ice that emanates a bitter aura of debilitating cold. When casting this spell, Carl may call upon the White Waste, which is likely another name for the Frozen Wastes. His younger self states that he invokes ice (Quas) and storm (Wex) when he uses this magic, which seemingly contradicting the elemental combo meant for this spell. is invoked when using three instances of. EMP stands for Extractive Mana Pulse, but it still retains its original meaning: electromagnetic pulse. It is also known as either "Endoleon's Malevolent Perturbation" or "Shimare's Extractive Pulse". With the rules of Vancian magic, the creator would either have to be "Endoleon" or "Shimare". The spell will cause a charge of electromagnetic energy that depletes the mana of those caught in the blast. is invoked when using two instances of and one instance of. Also known as "Claws of Tornarus". A rule of Vancian magic would imply that "Tornarus" is the true creator of the spell. When cast, it unleashes a fast moving tornado that forcefully throws victims into the air to whirl and suspend helplessly for a few moments. The tornado's wind will then dissipate, allowing the affected to fall to their demise. is invoked when using two instances of and one instance of. Alacrity is also known as "Zeal of Wexort" or "Gaster's Mandate of Impetuous Strife". This battle spell was made in the Age of Gaster to solve the predicament of mages being unable to properly face well-armed opponents in close quarters. Once it's cast, it infuses the target with an immense surge of energy that boosts their combat speed and increases their damage. is invoked when using three instances of. It's also known as "Harlek's Incantation of Incineration". However, according to the Magus Apex, the spell comes from the Sol Apex Incantation. When cast, it focuses a powerful ray of solar energy from the sun to a targeted location, incinerating anything caught in its wake. Lorewise, Carl does not really see where this spell hits when he casts it too far from him, so he must rely on prediction to hit enemies that are out of his line of sight. is invoked when using two instances of and one instance of. It is also known as "Culween's Most Cunning Fabrications". Rules of Vancian sorceries imply that "Culween" is the spell's creator. When cast, it summons a fiery elemental/s that embodies the strength of fire from Exort and the fortitude of ice from Quas. This flame elemental has a that can melt through enemy armor. His younger self summons a dragon hatchling with the same powers. is invoked when using two instances of and one instance of. Chaos Meteor's other names include "Voidal Pyroclasm", "Tarak's Descent of Fire", and "Gallaron's Abyssal Carnesphere". Vancian magic rules dictate that either "Tarak" or "Gallaron" would be the maker of this spell. When cast, Carl will pull a meteor from space and send it unto the target location, causing the meteor to burn up into a flaming projectile. It will devastate the target area upon landing, before rolling forward to crush and incinerate anything in its wake until it crumbles. is invoked when using one instance of, , and. It is also known as "Buluphont's Aureal Incapacitator". A rule of Vancian magic would imply that that "Buluphont" made the spell. When cast, it unleashes a powerful sonic wave that knocks back opponents. These spells have already been cast by him once and then permanently removed from his memory by Carl to make room for more spells. Some of these spells still have an effect on him up to the present day. The Sempiternal Cantrap is the source of Carl's immortality. This longevity spell is said to be so powerful that those who casted it in the world's earliest days can live long enough to the present age. This is quite vague, but we can at least estimate Carl's age by some of his voice lines: his younger self recognizes who has lived for many untold centuries and he knows the Mo'rokai before they were made dormant for centuries. Therefore, this spell is powerful enough to preserve Carl for many centuries. It is also stated that the user cannot die unless they have been crushed into atoms, but it is unknown if this means invulnerability, regeneration, or resurrection. According to, Carl knows several incantations of the Korumite monks. It's unknown if he is still able to cast them or not.
 * -|Current Spells=
 * It's possible that this spell is similar to the Frozen Arts of the sorceress who channels cold winds from Icewrack to work her magic.  When meeting her, the young Carl will say that he can "make an ice wall" like her, further implying that the magic he uses to cast it might be the same one as Rylai's.
 * -|Forgotten Spells=

Friendship and rivalries
Allies meeting Invoker
 * vo_centaur_cent_ally_01.mp3  Invoker, you cast, I'll slash.
 * vo_dark_willow_sylph_ally_73.mp3  Just between you and me, I'm pretty sure Axe wants to beat you stupid.
 * vo_dark_willow_sylph_ally_74.mp3  You remind me of my tutors. I hated my tutors.
 * vo_dawnbreaker_valora_ally_082.mp3  A portion of your spells are quite impressive, Invoker.
 * vo_grimstroke_grimstroke_ally_43.mp3  Your magics are impressive, Invoker. But what's it all for?
 * vo_grimstroke_grimstroke_ally_44.mp3  Do you even remember your life's work, Invoker?
 * vo_hoodwink_hoodwink_ally_79.mp3  Did you have anything to do with the curses of the Tomo'kan?
 * vo_mars_mars_ally_50.mp3  Yours is a special kind of vanity, Invoker.
 * vo_mars_mars_ally_51.mp3  Let me juggle your tiny orbs, Invoker!
 * vo_monkey_king_monkey_ally_73.mp3 vo_monkey_king_monkey_crown_ally_73.mp3   I know a thing or two about egomaniacs: and Invoker, you're one of the worst.
 * vo_monkey_king_monkey_ally_74.mp3 vo_monkey_king_monkey_crown_ally_74.mp3   We get it Invoker, you're smart. Now can we kill these guys?
 * vo_pangolin_pangolin_ally_77.mp3  Your art is a thing of beauty, Invoker. Your personality, however...
 * vo_pangolin_pangolin_ally_78.mp3  Invoker, I stopped listening as soon as I heard you talk.
 * vo_rubick_rubick_ally_01.mp3  Invoker now, eh? No longer the Arsenal Magus?
 * vo_skywrath_mage_drag_ally_04.mp3  If you will deign to notice me, Invoker, I believe we can learn from each other.
 * vo_skywrath_mage_drag_ally_05.mp3  Invoker, do not pretend you have forgotten me, eh?
 * vo_snapfire_snapfire_ally_81.mp3  Mortimer loves meatballs, just so you know.
 * vo_undying_undying_ally_10.mp3  Carl? Is that you?
 * vo_undying_undying_big_ally_10.mp3  Carl? Is that you?
 * vo_void_spirit_voidspir_ally_29.mp3  I'm impressed that you've not only heard of the Korumite, but you even remember some incantations.

Enemies meeting Invoker
 * vo_monkey_king_monkey_rival_74.mp3 vo_monkey_king_monkey_crown_rival_74.mp3   You can't talk your way out of this one, Invoker.

Enemies killing Invoker
 * vo_arc_warden_arcwar_rival_18.mp3 You meddle with powers you cannot comprehend.
 * vo_arc_warden_arcwar_rival_19.mp3 For all your claims, you are still a fool.
 * vo_axe_axe_rival_09.mp3 Too much talking, not enough fighting.
 * vo_axe_axe_rival_10.mp3 Big words cannot keep you safe from Axe.
 * vo_bloodseeker_blod_rival_08.mp3 Invoker's blood has a sour taste indeed.
 * vo_bloodseeker_blod_rival_09.mp3 Drink from Invoker and the Flayed Ones pucker.
 * vo_bristleback_bristle_rival_43.mp3 Handsome and smart? Yeah, Invoker, you had to die, mate.
 * vo_dark_willow_sylph_rival_73.mp3  Everyone hates you, Invoker. Everyone.
 * vo_dark_willow_sylph_rival_74.mp3  You talk too much.
 * vo_dawnbreaker_valora_rival_083.mp3  Poor Invoker. Finally learned what a real sunstrike was all about.
 * vo_dawnbreaker_valora_rival_084.mp3  Give a mortal a little immortality and it goes straight to their head.
 * vo_grimstroke_grimstroke_rival_49.mp3  Your memory fails, wizard.
 * vo_gyrocopter_gyro_rival_13.mp3 A hundred times my age and you're still a fool!
 * vo_hoodwink_hoodwink_rival_79.mp3  Yeah, magic's pretty neat and all, but nothing compares to a heavy bolt and a dead shot eye.
 * vo_legion_commander_legcom_rival_25.mp3 vo_legion_commander_legcom_dem_rival_25.mp3  Never trust a wizard.
 * vo_lone_druid_lone_druid_rival_14.mp3 vo_lone_druid_lone_druid_bearform_rival_14.mp3  Invoker, you are naught but an ignorant child.
 * vo_lone_druid_lone_druid_rival_15.mp3 vo_lone_druid_lone_druid_bearform_rival_15.mp3  All your long years have not granted you wisdom.
 * vo_lone_druid_lone_druid_rival_16.mp3 vo_lone_druid_lone_druid_bearform_rival_16.mp3  Eternity will be better off without the Invoker.
 * vo_luna_luna_rival_12.mp3 All your brilliance comes to nothing.
 * vo_mars_mars_rival_68_02.mp3  Get good, youngin.
 * vo_mars_mars_rival_69.mp3  I don't need all that fancy crap to kick your ass!
 * vo_mirana_mir_rival_16.mp3 Carl, meet Sagan.
 * vo_monkey_king_monkey_rival_73.mp3 vo_monkey_king_monkey_crown_rival_73.mp3   Oh, stop talking already!
 * vo_ogre_magi_ogmag_rival_06.mp3 Invoker! What a dummy.
 * vo_ogre_magi_ogmag_rival_07.mp3 Ha ha! Outsmarted him!
 * vo_ogre_magi_ogmag_rival_08.mp3 Invoker! What a dummy.
 * vo_ogre_magi_ogmag_rival_09.mp3 Invoker! Not so smart now, huh!
 * vo_ogre_magi_ogmag_rival_10.mp3 We got spells too! And the smarts to use em.
 * vo_pangolin_pangolin_rival_75.mp3  Any corpse knows the same number of spells, Invoker. Zero.
 * vo_pangolin_pangolin_rival_76.mp3  Of all the smug faces I've bloodied, yours was the worst.
 * Phoenix_bird_emote_bad.mp3 Chirp!
 * vo_puck_puck_rival_06.mp3 I remember that one from some time long past.
 * vo_rubick_rubick_rival_01.mp3 Poor show, Arsenal Magus.
 * vo_rubick_rubick_rival_02.mp3 Even the Arsenal Magus falls before my magic.
 * vo_rubick_rubick_rival_03.mp3 Invoker, your ego is as big as the crater I leave you in.
 * vo_shadow_demon_shadow_demon_rival_10.mp3 I'll never come to your call.
 * vo_silencer_silen_rival_03.mp3 Time for a little brain drain.
 * vo_skywrath_mage_drag_rival_06.mp3 I think you will remember me now, eh?
 * vo_snapfire_snapfire_rival_82.mp3  You high-falutin wizards are all the same. Useless in a real fight.
 * vo_snapfire_snapfire_rival_83.mp3  A bit more study and ya coulda been a half wit!
 * vo_templar_assassin_temp_rival_06.mp3 I believe, Invoker, you must have come too close to the mysteries.
 * vo_shredder_timb_rival_13.mp3 So much for your delusions of grandeur.
 * vo_tinker_tink_rival_12.mp3 Should have taken up science, Invoker, magic's long term prospects are dim!
 * vo_visage_visa_rival_31.mp3 Invoker. Long has the Underscape desired to meet you.
 * vo_void_spirit_voidspir_rival_48.mp3  There would be no arcane arts without the void.
 * vo_zuus_zuus_rival_18.mp3 Who let that pompous ass in here?
 * vo_zuus_zuus_rival_19.mp3 His head was so big I'm surprised it fit through the gates of death.
 * vo_zuus_zuus_rival_20.mp3 If there's anything I can't abide, it's an egomaniac.
 * vo_zuus_zuus_rival_21.mp3 Invoker, let me tell you a little story about my friend Narcissus.

Others
 * vo_legion_commander_legcom_duelhero_25.mp3 vo_legion_commander_legcom_dem_duelhero_25.mp3  Swords and sorcery!
 * vo_oracle_orac_prophecies_039.mp3  You shall be cured of ignorance in the name of Quas, Wex, and Exort.
 * vo_oracle_orac_prophecies_040.mp3  Oh ignorant one, er, that's what I hear he calls you.

Trivia

 * Invoker's magic bears many similarities to the Vancian magic found in Jack Vance's Dying Earth series, such as the name of spells usually crediting the creator. There are a few differences between his magic and Vancian magic:
 * Vancian spells can be used a finite amount of times before the caster can no longer use them due to the spell being wiped out from the user's memory. However, Carl may cast his spells as much as he wants until he runs out of mana or if he swaps them out for any of the ten spells allotted to his memory—doing all of this with his mere thoughts.
 * Vancian spells can only have a single purpose and a fixed level of potency. This means that a spell that creates a large ball of fire can only do just that, the same spell cannot be used to create a smaller/larger ball of fire, nor can it be used to conjure a wave of flame. However, the level of Carl's elemental orbs can increase the potency of his spells to the point that it becomes a different spell, according to Vancian magic rules. This may just be gameplay mechanics since it has not yet been acknowledged in the lore.