Invoker/Lore

Carl the Invoker is the one of the few remaining magicians who still practices the ancient sorcery of Invoke, allowing him to harness not one, but all three elements of, , and as well any magic he deigns to learn through sheer will, intelligence, and memory.

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 the long-established Ultimyr Academy 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 stoic but wise 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.

Tales among the "moon children" speak of a sage who is said to have the power to bring back the true goddess Mene who dwells in the magical lotuses in the pools of Selemene's Temple. A young but determined Elven youth named Fymryn is determined to meet this man and fulfill the prophecy, setting the series' events into motion towards a fate of cosmic proportions where heaven and hell clash beyond their boundaries, a fate that she never intended to achieve.

To see the full involvement of the Invoker in this series, please check the page for Dota: Dragon's Blood episodes and their plot.

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 and Carl have both been to Ultimyr Academy, 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. This says much about Invoker's age.

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.

Intelligence
While Carl is best known for his immense spell casting capabilities, he would never have that power in the first place if he lacked the sheer intellect to wield it. Carl is so intelligent that the effects of a hood that magically boosts one's intellect are wasted on him, for he already possesses high mental capacity beyond what the hood's power can bring. His mind was powerful enough to charge a tattered and faded set of solar themed clothing to life, revealing its true brilliant form when he put them on.

Alongside the Grand Magus, Carl was able to see the mysteries that the vowed to protect. A rogue aspect of says that he could almost "see".

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. As unique as it is from other kinds of magic, it still requires mana as a resource for casting its spells. Aether (also known as void or nothingness) is an essential ingredient in the arts of the arcane, including Carl's magic.
 * 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.

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 contradicts 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.
 * -|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. That being said, Carl invoking ice and storm may refer to him summoning the cold winds of Icewrack, instead of him using elemental orbs.

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 are "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.
 * -|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 somewhat 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.