When I was talking about the vortex spell, I meant for it to only move the sucked up spawns and summons to the box, that way the psion would get move kills. After the spell was over, all units remaining in the box would be removed, so the psion wouldn't feed to easily with l3.
For Archer, I was think that the camps are still widely unused, and becomes almost worthless in the late game due to highly powerful heroes. I was thinking of a few options for it...
Since you can't upgrade a sunken colony's attack the building will be replaced. Whenever your build a creep colony, it automatically gives it to the allied computer. All of the creep colonies will be given back to you, and one-by-one the colonies will be given back to the comp, centering a location on each colony and creating a muttalisk hero above it to attack once. Basically, a location cycles through each creep colony so that a muttalisk shoots above each one, repeatedly. This would allow for a colony with upgrades. Also, spore colonies could be stronger versions of it as well (For use in later game, but costs high in mana) Hatcheries could fire guardians. Of course there would need to be a colony cap so that there isn't too much lag time between muttalisks spawning. Alternatively, you could center lurkers instead of muttalisks.
A completely different spell would be a fire-based spell. (matches with the burning arrows and fire stuff)
l3 - Blazing Inferno - Creates 8 lurkers around your Archer, with one mine (or burrowed-unit) under your archer. The lurkers attack the burrowed unit under you (while you ally all enemy heroes for a second so lurkers definitely hit the burrowed unit). A few science vessels are constantly killed above the Archer to detect the burrowed unit, as well as simulate fire effects. Enemies within the nearby location are "Burning" - they are slightly slowed down (about half as slow as the usually slowing spells), they initially lose 50 mana, and mana gain is slowed for 8-10 seconds (fire effects for burning).
The lurkers of this spell differ from lurkers of mutant's lurkers because,
These lurkers attack instantly rather than a warm-up effect.
Mutant has a lot more lurkers than 8. (forgot how many)
Archer's lurks attack toward the archer and therefore have less range, and less lurks hitting the enemy.
I chose this particular style of mana drain and slowing because, slowly draining mana would allow the target to cast spells before their mana was drained, but I didn't want too much mana drained initially like volt's l3. The slight mana drain and slowing, as well as lurk dmg, should make the target want to run, while the slowing part allows the archer to follow the enemy and continually launch arrows at him/her.
If this happens, archer companions could be weakened and moved to l2.
None.