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Lirrak (also known as the Mother of Oceans and Mother of Storms) is the element of water, the spirit and the sum of all water dragons, and one of the eight Pillars of Creation, exclusive to the series of Dota: Dragon's Blood.

Speak the Words
Alone in the flowery coast of a caldera lake, the Invoker deeply concentrates on his Magic before unleashing his Wex orb. He sends it into the depths of the lake to capture its resident Lirrak. The water where the orb was dipped in begins to stir into a whirlpool, before parting a dry path as he draws the Water Eldwurm out of the lake, encased in his magical orb. Both combatants struggle against each other, but Lirrak begins to slowly break free from the orb as it starts to expand. She then unleashes a frigid exhalation that finally shatters this magic sealing orb and creates a massive path of spiky ice directed towards the Invoker, prompting him to dodge and retaliate by sending out another, a more powerful golden orb that traps Lirrak again in its ensorcelled embrace.

Lirrak strains against this sage's orb as the Invoker puts in more effort into capturing her. Although she is nowhere near to escaping her bonds, her sheer strength reverberates beyond the orb, even displacing dust from the earth and pushing the Invoker back. He lets out a long cry as he recalls a few memories of a wistful age lost to time, drawing strength from these reminiscences. With one final push, he slams his hands together and finally seals Lirrak, the essence of the water element itself now within his grasp.

As the Dust clears, his golden orb recalls itself back to the Invoker, whose life-force has been mostly drained from the endeavor. Completely ignoring the golden orb in front of him, he contemplates deeply on his cosmical bargain with Terrorblade to collect the rest of the dragon souls, deciding whether he should continue with his end of the bargain. Later on in this episode, he is seen deep in his past as he recalls the time Selemene refused to cure their daughter Filomena. With the renewed motivation, he rejuvenates himself by draining all of the life-force from the surrounding plant life and proceeds with his task. Although off-screen, her soul was relinquished to Terrorblade.

Nothing with Nothing
Having learned of Davion's whereabouts (and thus where to claim Slyrak's soul) in the material world when he caught Father's deep fears, Terrorblade used Lirrak's soul to puppeteer a thunder of water wyrmlings to attack Dragon Hold from without, while Uldorak's soul was used to control a thunder of earth wyrmlings to attack this keep from within.

My Sword, My Life
The unhallowed army of possessed earth and water wyrmlings laid waste to Dragon Hold and slaughtered the Dragon Knights.

Following the unnatural dragon-strike on the Knights' Keep and the death of his vessel Father, Terrorblade released his control over his army of earth and water wyrmlings, although it appears that he forced them to kill each other or commit suicide by falling off of Dragon Hold's lofty heights. Their Eldwurms' souls still remained in possession of Terrorblade.

Desolate and Empty the Sea
Armed with this essence of water herself, Terrorblade used Lirrak’s spirit to appear to the Invoker as a rainstorm, also using her power over water to accumulate uncounted amounts of raindrops to form a large globule of rainwater that acted as a reflective surface that he can manifest his image in to communicate with the Invoker about their deal.

Personality and Mannerisms

 * Like her fellow Eldwurms, Lirrak often calls lesser creatures as "mice" regardless of their power. It seems that this is not arrogance so much as her knowing what she really is and her reminding those who oppose Her about that, for Lirrak's "arrogance" is well-earned with her place in all of existence. But like all forms of arrogance, it may be humbled by someone greater, case in point the Invoker who managed to overpower her with great difficulty.
 * Most, if not all, of the Eldwurms are uncaring for the lives and existence of lesser entities. Lirrak proposed killing Davion so that Slyrak's Soul can return to the Thunder. She did this not out of sustenance or ill will, but simply out of necessity. The Eldwurms even ignored Davion's speech where he expresses his hate for Dragons, the reason why he saved Slyrak in spite of his hate, and his plea to cooperate with them so as to save his friends and the people of the Broken Peaks in exchange for helping them with their demon issue.
 * Only Lirrak, Indrak, and Aethrak seem to be the more logical and less emotional members of the Thunder. When faced with the Disruption of Slyrak's reincarnation cycle, the three of them approached this issue logically, actively attempting to investigate it with what info that they have, before coming up with a logical conclusion to their benefit.

The Thunder
All dragons, ranging from the eight cosmical Eldwurms themselves to their flesh illusions, are one. They all might have distinctions between each other—such as their unique identity and other attributes—but the lines that differentiate themselves from each other are a bit fuzzy because they all have something in common. Just like how all dragons in the physical realm are merely pieces of the whole that are their respective elemental or fundamental Eldwurms, the Pillars are merely parts that form a greater whole—an all-encompassing entity known as the Worldwyrm.

When her current water eldwurm that Lirrak inhabits goes to sleep, she enters the dream roost with the other Pillars of Creation who might be asleep like she is. In her dream, she sings with the Thunder, an expression of themselves to each other via speech and music. All dragons and their cousins hear this song in their sleep's dream or their consciousness.

Lesser dragons can recognize flesh illusions that are vessels of an Eldwurm soul. For example, a bunch of air wyrmlings sensed Slyrak within Davion, causing them to flee from his ire.

Water Dragons
Water dragons are merely parts of the whole that is Lirrak's vast embodiment. They are the physical manifestations of her vast embodiment in the terrene plane, a projection of herself into our material universe, proof of her higher existence to us in the lower plane of physical matter. These water dragons are just a fraction of her being in one plane—they are her and she is them.

But not every water dragon has "her" within them. Only one water dragon at a time, and only the oldest of them all, may have this soul of Lirrak herself. The rest of these water dragons have no soul or consciousness of their own—the only source of their individuality—hence they are not creatures who are distinct from Lirrak's being. A water dragon may only gain a bit of that individuality when she passes into them. With no Lirrak within them, they are simply just empty sacks made of meat, bone, and scales. No will of their own but Lirrak's who controls their every move from birth to death and no intelligible voice of their own at all.

If it may seem confusing, try to think of Lirrak and her water dragons as a sentient creature and its body parts, respectively. Only Lirrak is self-aware, while water dragons are just parts of her being. Like fingers of a human body, water dragons are not aware of themselves as a finger is not aware of itself. Fingers don't have a mind of their own. They only move because the mind that they are linked to tells them to move. Only the creature that the finger belongs to and is a part of is aware of its being.

That being said, since water dragons are just extensions of herself, she can bend them to her will. Terrorblade demonstrated her control when he had the essences of both Lirrak and Uldorak, using them to puppeteer a thunder of earth and water wyrmlings to siege Dragon Hold and slaughter the Dragon Knights, before forcing them to kill each other.

Auroth, the, used to be one of these indistinct water dragons, at one with Lirrak's being. Until one day, she chanced upon a huge piece of Radiant Ore and stored it in her lair with the rest of her hoard, completely oblivious to its power. Its influence began to sever her from the Thunder, and instead of dreaming of the dragons and their song in her sleep, she had dreams of humans peacefully talking to each other. The will of this Ore gradually detached her from Lirrak's being and her voice began to fade from Auroth's mind until she was bereft of the dragons' songs. When the last vestiges of her dream with the Thunder finally faded, she awakened in a humanoid form and the ability to assume her original form and back. She rejoiced at this individuality, but she no longer heard the dragon songs. Hence she substituted it with her poetry, another type of self-expression that is akin to the song of her lost brethren.

Dragon Clan
The obscure Dragon Clan consists of nondragons who carry draconic traits in their blood, inheriting their natural talents and powers. The true nature of all dragons implies that the members of this clan are not only related to them by blood, but they are also extensions of their respective Eldwurm's soul.

is one of the known members of Dragon Clan. She manifests some features of a water dragon, which may be the new source of her ice powers in this series.

Hierarchy
Gods are very powerful in their own right. But even they are subordinate to the Eldwurms, for they are the ones who support and sustain the existence of the heavens and hells.

Transcendent though they may be, the only power that they see beyond them is the Worldwyrm.

Enemies
All Eldwurms seem to be aware of this mice known as Dragon Knights, who slay dragons and exploit their remains by crafting dragon-forged equipment. These primordial entities may have gotten their awareness of their slaughter thru their physical avatars that these knights have killed and harnessed as tools of great power.

Having learned this Idea of creation, seeks to collect all eight dragon souls to remake existence in his own image. Assisting him in his Infernal efforts is the, who has made a bargain with the demon to help him capture the Eldwurms' souls.

Cosmic powers
All Eldwurms or Pillars of Creation, including Lirrak herself, are the four elements and the four fundamental forces of nature themselves. They may take the form of dragons in the physical plane, but they are not the Pillars' true forms, although these beasts still belong to them nevertheless since they are needed as vessels for their spirits. These elements and forces are not exclusive to the material plane like their real-life counterparts, however, as they are actually higher beings from a plane of existence beyond this world. For instance, the element of water wouldn't just be the rain and the oceans that we see on our world. In truth, there is more to water than what it seems here.

In the cosmic hierarchy of Dragon's Blood, the Eldwurms are the highest and most powerful beings. All of existence exists because of them, and thus they are known as the Pillars of Creation. The burden of the cosmos is shouldered upon them, supporting and sustaining the existence of its elements: time and space, the pillars of order and chaos, the Manifold Forms, and nothing. They also support and sustain the existence of all worlds: the material plane, the seven heavens and seven hells, as well as the ever-multiplying and infinite multiverse and its restoration from destruction in the cycle of creation. Should all the Eldwurms have their souls unbound from a corporeal body, everything here will be destroyed without any restoration to follow. All of this power is why the Invoker and Terrorblade sought them out, since they can remake the world with the foundations of creation to their image.

According to writer Ashley Edward Miller, the Eldwurms are self-conscious "Demi-planes" with their boundaries being fuzzy. This has yet to be seen in the show, but it is possible that he's saying that each Eldwurm—besides literally being the forces and the elements themselves—is also a living plane of existence. The borders between these sentient planes are blurry, implying a slight lack of distinction or separation between them, possibly referring to them being parts of the whole that is the Worldwyrm. Again, this planar stuff isn't in the show. Yet.

Life, death, and the cycle
biological sex (and thus possibly gender) isn't a property of their essential self, hence it depends on the binary vessels that they possess

Consciousness, the dragon song, and whatnot
keep the lesser dragons' minds in order, if her soul released, all water dragons will act unnaturally

Indrak tapped into Davion's memories. rest of the remaining thunder saw what indrak saw, implying shared consciousness. further proof of their weak distinction between each other as parts of the Worldwyrm

Elemental Powers
Truly embodying water itself in all of its states, Lirrak expresses this power in our physical plane through the oldest dragons of her type, using her ability to manipulate all states of water including its solid form and gaseous form. She isn't called the Mother of Oceans and Storms for naught.

In the fifth episode "The Fire Sermon" of Book One, Lirrak emanates the sound of bubbling and flowing deep water, showing her element.

Through the breath of a powerful Water Eldwurm, Lirrak's cool exhalation can unleash a massive path of ice spikes. This frigid breath of her lesser water dragons such as water wyrmlings and Auroth can freeze an entire human body into brittle ice and create walls of ice big enough to entomb multiple water wyrmlings in flight, respectively. Lirrak is much more powerful than these two instances plus they technically belong to Her, hence she should have a more potent version of these abilities. Her breath is strong enough to break the Invoker's Wex orb of sealing.

It would appear that she also has powers over this movement of water. This was first shown when the waters of her caldera lake home whirled and parted to reveal herself and the lakebed. At first, it may look like the Wex orb that Invoker threw into the waters was the one stirring her lake, but given that the water was still parted when the Wex orb was broken, this should be Lirrak's doing.

Her captured spirit not only granted Terrorblade the power to bend lesser water dragons to his will, but also gave him access to her omnipotence over the element of water. With her spirit in hand, it is implied that he used her to appear as a rainstorm to the Invoker and accumulate numerous raindrops to form a large disc of water that's suspended in the air, which served as a reflective surface that he used to talk to the sage.

Terrorblade's corruption even extended to the very essence of Lirrak herself, assimilating her into his unhallowed dragon army alongside Uldorak and later on Slyrak. Combined with the powers of the other two Eldwurms, her frosty breath was powerful enough to heavily damage the magical, tri-orbant shield of the Invoker to the point that Terrorblade only needed to toss his blades at it to break through. In the hands of Hybrion, they used Lirrak's power to freeze the fragments of a meteor that they destroyed with an explosion from within it before using these fragments as projectiles to fire at the Invoker as a salvo of ice shards. Once again, Invoker's barrier fails against Lirrak as it was strong enough to heavily damage his bubble shield to the point of it cracking.

When Hybrion performed this feat, his alignment to water was expressed by manifesting wings of blue light and his eyes turning blue.

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

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

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

The following is a list of Quas' properties. Anything infused with Quas, from invoked spells to magical creatures exposed to its energies, may inherit these properties: Its slow and still properties are dissonant with Wex's dynamic properties, causing elemental imbalances in spells that use these two together for the same purpose and have a disparity between the amount of Quas and Wex used. An example would be, which uses both Quas and Wex to manipulate speed, while having a disparity in the amount of Quas and Wex involved due to the former being used more than the latter. With more Quas than Wex, the former's properties overpower the latter to slow both the caster and their foes in a small aura around them unless more of Wex's power is used to overcome the self-lethargy.
 * Cold, frigid, bitter, basically any property of being physically cold
 * Heaviness, likely because being heavy means being less susceptible to being moved like Quas
 * Stubbornness, tenacity, resoluteness, determination, fortitude (as found in )
 * Protractedness (as found in )
 * Lethargy (as found in )
 * Restorative properties that replenish lifeforce and magical energy alike, probably because mana shares origins with the ice
 * Cruelty and wickedness (when mixed with Exort's violent properties, found in exposed to said mixture while they were still incubating)
 * Covetousness and greediness (when mixed with Wex's anxious properties, found in exposed to said mixture while they were still incubating)

Pugna claims that all sorceries have their source in the Nether Reaches, but Quas and some of the icy spells that utilize it are channeled through this Conduit of all frost magics, this slow and massive Blueheart Glacier in Icewrack. The void is an essential ingredient in the arcane arts, including Quas.

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

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

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

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

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

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

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

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

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

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

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

Filomena prevented Bram, Davion, Marci, Mirana, Lina, and Luna from moving further into her home via trapping them inside a magical dome conjured with Exort, while Quas and Wex orbited the shield. But Mirana walked through it unimpeded with her divine powers, indicated by her eyes glowing bright yellow like the sun.

When Mirana mentions the Forge in the world before Experiment 12,403 to Filomena, who was discussing her plan with the Heroes to avert the upcoming cataclysm, Filomena fused all three orbs with the Archronicus to create a hologram of the current universe's version of the Forge that she can use to remotely control the true machine from.

Although he isn't shown using the right formula (2 Exort & 1 Quas) but rather having all three orbs out, the Invoker distracted the remaining heroes by summoning to prevent them from interfering with the planet's cataclysm. One by one they were slain, until Lina killed the last one by siphoning its fire through her touch.

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

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

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

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

The names “Cold Snap” or “Protracted Frisson” imply the spell briefly freezes a target by sapping their heat to chill them deeply, which may be prolonged by additional attacks.

As a spell solely composed and invoked of Quas, it draws upon its icy elements and its properties of immutability to briefly freeze targets and prolong its fleeting chill.

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

This spell manipulates the ice and electrical energies around the caster, rendering their body invisible. As a result, an elemental imbalance will occur due to the opposite properties of Quas and Wex and the spell having more of the former than the latter. The imbalance manifests as an aura that slows both the caster and nearby enemies.

Ghost Walk draws upon Quas' properties to slow the movement of nearby enemies (just like what the spell's fancier names suggest), while Wex's properties of swiftness is dulled by the elemental imbalance, thus the spell also impedes its caster. Its self-crippling effects may be offset by having more of Wex's power active, though.

It's unknown where the spell sources its ability to turn the caster invisible. Here are two speculations for each of the two elements that compose this spell.
 * The invisibility may come from Quas because the spell's invisibility mirrors the transparency of ice, allowing light to pass through it and thus letting anything that is behind the ice to be seen clearly and making it blend in with its surroundings.
 * It may also use Quas since ice is the stuff of mystery and the unseen, like the bottom of an iceberg or the hidden waters and lifeforms beneath the ice.
 * The invisibility might come from Wex because it can manipulate electromagnetism, such as . Having power over the force, the spell's Wex can blend the caster in with every spectrum of visible light, rendering them invisible.

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

The spell brings forth a big and fast moving tornado that sweeps up anything in its path. Suspended in the air by its whirling winds, victims are subject to its dizzying motion and heights until the tornado dissipates, causing them to plummet to their doom.

Wex provides the spell's winds and properties of motion, while Quas' properties may be involved in prolonging the tornado's life, thus extending its victims' airtime.
 * With the Dark Artistry uniform, the Tornado has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Ice Wall
(also known as Killing Wall of Koryx or Bitter Rampart ) is an impeding invocation that is invoked with two and one. However, the younger Invoker states that he calls upon ice and storm for this spell, contradicting the elemental combo meant for it.

Regardless, this spell brings the power of the "White Waste" to the battlefield, creating a slippery wall of ice that emanates an aura of debilitating cold.

The spell draws upon Quas for its ice and the bitter cold that it emits to slow nearby victims, while Exort may be the one that makes the ice wall's aura deal damage.

Speaking of the White Waste, this place might be the cold northern realm of Icewrack, which is also known as the Frozen Waste. "White" may refer to its literal color, since the place is an icy desert. Plus the words “wrack” and “waste” are, in a way, synonymous. In this case, this spell may be of the Frozen Arts. That might be what the young Invoker meant by calling upon ice and storm to create a wall of ice, since spells of the Frozen Arts channel the elements of Icewrack, such as ice and wind.
 * The Conduit of Blueheart implicitly confirms the above theory when she disapproves of the Invoker abusing her gifts to him, implying she encompasses the magic of Quas.

Forge Spirit
(a.k.a. Culween's Most Cunning Fabrications, Ravagers of Armor and Will, and Grief Elementals ) are created by invoking two and one. These spirits are said to be created from nothing. They have the ability to spit out a that destroys armor, but they are also said to destroy the will itself via unknown means. Their alleged ability to destroy the will may be why they got their Grief moniker. They embody Quas' fortitude and Exort's strength and violence. It seems that not all Forged Spirits look the same. This youthful Invoker's subservient elementals take the form of a young dragon hatchling.

Despite this Different appearance, this fiery Dragon whelp is still a Forged Spirit in nature, meaning that it's still an elemental spirit that is forged from naught. It's unknown why Forge Spirits can differ in appearance or what makes them take on different forms.

Regardless, this means that Forge Spirits do not have a constant form and may be shaped by unknown factors.

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

Using all three elements at once, this spell unleashes a mighty sonic wave that deafens those caught in its blast, leaving them reeling from the attack.

Gameplay wise, its Quas knocks back enemies, Wex disarms them, and Exort deals damage. Lorewise, Quas and Wex should be swapped since it fits their respective properties better.
 * With the Dark Artistry uniform, the Deafening Blast has a dark violet and purple color to it and it leaves behind dark rune trail in its wake.

Infusions
The magic essence of Quas has an influence on incubating still in their eggs. Quas' influence manifests on the Greevil baby which will inherit its determined properties.

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

Heroes
might be a user of the arcane energy Quas for the following reasons: The wields the energies of Quas alongside Exort and Wex. Together with his art of, he can weave up to six well remembered spells that inherit Quas' element and properties together with the two other energies that he may use. These energies appear as the elemental spheres that orbit him, which heals him if he has them active.
 * Because her sister Lina uses Exort for her solar and flame arts, Rylai must be using her respective arcane energy Quas in contrast to her sister.
 * Some spells that use Quas, like, draw upon the “White Waste” for power. This is similar to the Frozen Arts, whose spells channel the Frozen Waste's chill beyond itself.
 * The cold emitting from her creates an where mana can flourish in low temperatures. Sounds quite similar to Quas, but no mention of it.
 * His spells that use Quas include, , , , , and.
 * Some of his ice magic draws upon the Blueheart Glacier, the conduit of all frost magic. This is implied when the glacier's avatar is displeased with his abuse of its power.

Possible Heroes
uses “frost magic” or “frost manipulation” for all of his ice spells. They come from the Conduit of Blueheart, who is also the conduit of Quas and any spells that use it.

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

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

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

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

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

World
The Blueheart Glacier of Icewrack is the conduit through which all frost magics of the world flow, including Quas and some spells that use it.

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

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

Greevil husbandry
The eggs of can be exposed to essences like Quas to influence the incubating hatchling. Once hatched, the Greevil babe will inherit Quas' resolute properties.

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

Triviaq

 * The colors of Quas, Wex, and Exort are the subtractive colors (cyan, magenta, and yellow, respectively) of the color wheel.
 * Concept art for the Invoker reveals that his orbs were once colored red, green, and blue after the three attributes and the color wheel's primary colors.
 * Some spells that are invoked with Quas may show its influence on them visually. This is done on the spell's ability icons and their visual effects during gameplay.
 * The following is a list of Quas' influences on the ability icons of spells that use it.
 * The icon for mostly has the color blue to indicate that the spell is purely made of Quas.
 * The icons for and  have their upper area colored blue to indicate their use of Quas before it fades into purple, indicating their use of Wex.
 * The icon for shows the ice wall having the color blue like Quas. Hints of orange can be seen on the ice, showing its use of Exort.
 * The icon for shows the 's skull colored with dark shades of blue that signify the usage of Quas. Its fiery body symbolizes its use of Exort.
 * The icon for has a portion of its icon colored blue to show that Quas is in this spell. The rest is colored purple and orange, symbolizing Wex and Exort.
 * Besides the more obvious ice-based spells, Quas' influence on these spells can be seen in their visual effects.
 * Casting causes a flash of Quas' frost and blue light on the caster. Enemies slowed by its aura will have their in-game models covered in Quas' ice.
 * Enemies affected by 's knockback will have their in-game models covered in Quas' ice. Its sound wave is as blue as Quas itself.
 * The VFX of Invoker's right click is colored after Quas, Wex, and Exort. His Persona's right click VFX change color based on what orbs are active.
 * In DotA, the elemental magery of Quas is the heart of a blizzard. The lore of DotA's old Invoker states that his Quas reagent builds his skill in arcane magics, as opposed to Wex's energy magics and Exort's fire magics. Besides the arcane, spells invoked with Quas deal with the power of the mind, wind, and water.
 * Unlike the modern version of Quas, the old Invoker's Quas is the attribute of intelligence, which is why it deals with the mind and magic.