Spells ideas:
Flashback: It moves the hero to a previus location (3.5 seconds back?) and disable every effect that affected the hero untill that time. If it be possible too can modify the hit points from the hero.Natural conection: It grants mana recover if the hero is near a tree.
*Blood thirst: If the kills score reach a x points in a determined time the hero gains a critical or make stronger his spells.Impale: Creates several lurkers under the hero during a brief period.*impale: Creates a lurker under the hero that follows him everytime.
Wave form: Launches an attack in a determined direction dealing damage all over his path and blinking the hero to his destination.
Blood wave: Powerful attack (DDS) that deal damage over a single enemy. Cost HP.
*Spiked skin: Makes a dark templar next to the hero during a single attack if he have melee enemies attacking him.*Anti-magic skin: Reduces the magic effects over the hero (damage, stun, slow motion, mana burn, etc.).Fissure: It moves all the nearby enemy units to the hero dealing a determined damage and stunning during a brief period (1.5 seconds?).*Amplified strenght: Grants several extra strenght points to the hero.Mana burn (1): Deal determined max damage over a unit and takes out the same mana points if the unit have enough mana.
Mana burn (2): Deal damage based on the unit's remaining mana points (0.5 every point?) and takes out a % of it (15%?)
Mana void: Deal damage based on the spent mana points.
Soul drain: Steal a determined mana points every second.*Mana catch: Grants a good augment in the mana regeneration ratio.
Ethereal prision: The affected unit is trapped into a prision that takes out its mana points and stop the casting. Can be destroyed.Doom: The hero spawn several spider mines next to him and becomes invincible during a brief period. Have to be casted and can be stopped stuning the hero.Astral walk: The hero becomes invincible but too very slow during a while.*Unrest soul: For every enemy killed is spawned a unit (ghost?) next to the hero during a single attack.*Canibalice: For every enemy killed the hero recover HP.*Assimilation: For every enemy killed the hero recover mana.Frozen hit: The affected unit recieve weak damage but is slowed down during a while.
Mana leak: The affected unit loss mana points for every step.
*Frost aura: The close enemy heroes/bosses are slowed down during they be near the hero.
*Static field: A random enemy unit near the hero recieve damage (DDS? DT?) every few seconds.*Judgement: The hero can return from death after a few seconds death but without full life and mana.
Unholy strike: Deal damage for every nearby hero unit (25 damage for each unit?).Earth splash: Deal damage over a determined zone and stun during a brief period.
Ether bolt: Deal damage over a single unit and recover a % of the damage dealt.*Astralcraft: Upgrades the Aethereal/Astral spells.Astral suction: Kills an enemy unit and recover mana.Energy veil: Sets the shields to a determined %.
*Divine armor: Sets the shield to a determined % every a few seconds.
Ethereal armor: Sets the shield to a determined % every a few seconds.*Vanishment: Sets the hero invincible every a few seconds and during a brief period (0.7 seconds?).Dusk: Turns off the vission for all the other players, including allies during a while.
Eclipse: Causes an "artificial night" during a long time.
*Lycantropy: Gives extra stats/skills/passives/etc during night.
Time lock: Causes a hero/boss goes back to his actual position after a few seconds. During the time lock lasts the affected unit can't be affected by time skills.Holy shield: Gives spell immunity during a determined time.
Magic veil: Reduces the magic effects over the hero (damage, stun, slow motion, mana burn, etc.) during a determined time.
*Time distortion: Deal damage over the hero's position every a few seconds and slow down him during a brief period (0.5 seconds?).Time shield: Makes a shield that allows only the use of physical skills against the affected units, no physical attacks or magic spells. For every spell trying to affect the time shield it makes a counter attack.*Legacy: Gives chances to spawn 2 powerful creatures in the hero's deathbed.
*Time rupture: Gives damage as extra effect when a time spell is casted.*Timecraft: Upgrades the time spells.*Blessed blade: Gives chances to deal extra damage over demons and evil minions.
Guardian angel: Prevents the hero's death during a while and sets his HP to a determined % affter the effect ends.
Faith test: Takes out the targeted hero/boss' mana points during a few seconds, if the affected unit cast a spell the effect is enden but he recieve a huge damage and if the unit reach 0 mana is slowed down.
Soul blink: The hero is blinked over an enemy's position dealing a huge damage over it.Ethereal strike: Deal damage based on the hero's remaining mana points.Astral absortion: Sacrifices an allied unit or a spawn and recover mana points.Open wounds: The affected hero/boss recieve damage for every step.*Astral extention: Grants an augment in the max mana points for every kill and lasts till the hero dies.*Battle hunger: Grants an augment in the chances to deal double damage for every kill and lasts till the hero dies.*Cursed path: Slow down the enemy heroes/bosses that walk over the hero's path. The path lasts a brief period (2 seconds?).Water splash: Deal damage and stun enemies during a brief period in a determined position.
Thunderbolt: Deal a huge damage divided into all the nearby units.*Energy conservation: Grants a determined % of mana recover after use any electric skill.Magnetism: Deal damage every second over a enemy hero/boss and make him moves to the hero.Static shock: Stun all the enemy heroes/bosses in a close range during the hero cast this skill.*Electric canalization: Grants an improvement in the mana regeneration ratio.Reload: Grants mana recover every second, the spell is canceled if the hero moves.Magnetic ray: Atract all the units in a short range and deal area damage, the spell is canceled if the hero moves.*Thundercraft: Upgrades the electric spells.Static beam: Deal a weak damage over every enemy hero/boss in a short range and stun them if they try to get out the static beam's range.Overload: Grants a "charge" for every kill and when is casted deal a determined area damage for every charge every second draining a single charge every second.Stasis shield: Stuns the first 3 units that goes near the hero, the shield don't lasts for ever.Enchanted note: Converts a non hero/boss enemy unit to your control during a determined time.Hypnotic rhythm: Turns some non hero/boss enemies units to attack its old allies during a brief period.*Explosive end: Grants damage dealt when the sound spells are ended.Deafen scream: Push out all the nearby units including allies and spawn pain seekers (sieged tanks) during a single attack with 10% or 15% chances to attack again.Paralizis: Slow down an enemy hero/boss during a few seconds.Cripple: Slow down an enemy hero/boss during a very long time and deal a huge damage.Inner strenght: Grants double/triple/quad damage during a single attack.*Body break: Grants splash damage for every enemy killedSpirit of the immortal: Set the HP to 10% and grants +10% for every nearby unit.*Absolute wisdom: Grants extra experience from the enemies.
Explosive trap: Sets a explosive in the floor that deal a huge damage when a enemy walks over it.Smoke screen: Causes a smoke screen that makes imposible to aim a unit and make invincible the hero while he be inside the smoke screen.Shuriken: Throw an attack that deal damage over every unit reached by it, is stopped by cliffs, walls, etc. or by time.Blood tides: Deal a weak damage over an enemy hero/boss and stun it during a while. Cost HP.
Acid bolt: Deal a good damage over a enemy hero/boss and deal weak damage every second as after effect during a few seconds, also the affected unit is slowed down. Cost HP.
Blood leak: Kills an enemy non hero/boss unit and heal the hero.
Devour: Devour a enemy non hero/boss unit and heal the hero while the units is being digested.Rupture: Deal a huge splash damage in a zone every second during a few seconds.Soul claim: Kills an enemy non hero/boss unit and grants an extra "soul". There have max souls.Hell strike: Deal weak damage for every captured soul. An only soul is lost in every hell strike.*Devil's favor: Upgrades the infernal spells.Faith ebb: Deal damage over an enemy non hero/boss unit while the hero is healed, if the unit is killed the same unit is spawned but owned by the hero.Unholy fire: Sacrifices a spawned/converted unit to deal splash damage over the closest units (firebats?).Satanic ritual: Grants a morphosis into a demon during a determined time, in that time the hero have to reach an asked kills quantity to don't cause the devil's rage. If the kills aren't reached the hero recieve a really huge damage.Magma launch: Deal a good damage over a hero/boss and stun the affected unit during a brief period, also grants chances to recast magma launch.*Soul transmutation: Grants chances to augment the mana regeneration ratio during a brief period after a kill.*Punishment: Augments the mana regeneration ratio after every kill and lasts till the hero dies.Salvation: Makes invincible all the nearby allied heroes during a brief period.
Iron faith: Gives spell immunity to all the nearby allied heroes during a brief period.
Possession: The hero takes possession of an enemy non hero/boss units and hides inside it till the unit dies.
Hideous scream: Stuns the nearby heroes during a brief period.
*Repel: Cancel most of the negatives magic effects over the hero every several seconds.
Punch: Deal a very weak damage but stuns during 1.5 - 5 seconds.*Rage: Grants chances to duplicate a critical strike. The chances are activated after any spellcasting and lasts a very short time.Unstoppable march: Makes the hero invincible during a while.*Accelerated metabolism: Grants heal during a brief period after every spellcasting.Duplication: Makes a clone of the hero with half life, if one of them dies the both do it.
*Astral heal: When a determined kills score is reached the hero is healed slowly and augments his mana regeneration ratio while it drain the kills score.*Dark legacy: Grants very low chances to revive a boss as slave but only works if the hero killed it.
*Darkness aura: The nearby enemy heroes have to spend more mana to cast their spells.
*Mana fluctuation: The nearby allied heroes grants an increased mana regeneration ratio based on the quantity of units around the hero.
*Stasis: Augments dramatically the mana regeneration ratio after the spellcasting.*Strenght steal: Steal 1 strenght point for every hero killed and lasts till the hero dies.
*Brain drain: Grants +1 intelligence point for every enemy hero that dies near him and lasts till the hero dies.
Perpetue silence: Stop the spellcasting during a long time. Have cast time.*Fear: Silence the spellcasters near the hero after they cast any spell.
Unstoppable strenght: Deal damage based on the strenght points and reduces the affected hero/boss' strenght during a brief period.
Static shield: Deal damage over the closest enemies every second.Infernal spellsAstral/Ethereal spellsSound spellsTime spellsElectric spellsPhysical skillsOther
[*] Passive
None.