List of spells so far, just so I can keep track.
Shroud - Invisible from Enemies, certain units cannot attack. You could theoretically create vHP detectors.
Bash - Something similar to the Critical Hit system, but as a buff for a time period.
Stomp - Localized units are paralyzed and damaged slightly.
Blizzard - Observers rushing into a spot, blowing up.
Crecent Blades - 3 dts spawn, 1 hit.
MUDKIP MADNESS - 9999999999999 Mudkips are spawned and rape everything.
Raise Dead - Raise local corpses (Omg, hard).
Inferno - Massive explosion overtop player, Ultralisk spawn?
Jolt - Player moves quicker, enemies that come in contact with hero in X seconds are stunned (x2 or x4 game speed, burrowed lings, added effect).
Foresight - Increased Line of Sight.
Impale - Target units are paralyzed and injured, or killed.
Nature's Call - Summon Treant, lol...
Berzerk - Increased attack speed.
Razor Wind - Kakarus, ATTACK.
Water Pulse - Observers moving to and from target and hero, remove observers, no kill.
Frost Bolt - Self Explanitory.
Crimson Sike - Another DT attack move, using a hyper triggered wraith death.
Taunt - Local Enemies attack you more.
Mark - Set Town Portal Location.
Recall - Recall to location (OMG, MORROWIND).
Bear Claw - Self Explanitory.
Dagger Requim - Knives, Knives and more knives!
Unused Upgrade 60 with Psi Storms is epic. Too bad they can't be changed though...
Flash Fire 1 - Remove Hero, add firebat for 1-2 shots, remove firebat, replace Hero.
Flash Fire 2 - Spawn "Support" around hero for several seconds, remove.
Infinitum - Remove Hero, create archon for 1 shot (high power?), replace Hero.
Whirlwind - Using the arbiter "mini-cloak" trick, warp a series of corsairs and scouts in and out "pushing" enemy units away.
Nature's Blessing - MEDIK, MEDIK!!!
Tranquility - Restores all local (allied) units to their respective max hps.
Request Backup - Backup arrives (airship, boat?) and docks somewhere, which from that point heads out to meet the player. Sometimes the backup never arrives or no backup units are availible (the guild hates you).
Conjure [Unit] - Spawn Unit (Magemage)
Manipulation - X% Chance to take control of the weakest unit in the local area.
Oceanic Osculation - Observers sent in waves along with corsairs (tide breaking effect) to crush all units (reasonably, lower hp for others?)
Blaze - In a grassy terrain, units are heavily damaged (logically of course, no water types...), you get the point.
Torrent - Powerful in water areas, you get the point.
Tribunal Tribute - Pay money, get a buff, wow, TOO MUCH MORROWIND.
Set Trap - Spider Minez
Defensive Position - Player Sacrifices movement speed to suffer less damage.
Command Aura - [Passive] - Local allied units do more damage.
Morale Aura - [Passive] - Local allied units do more damage (less than command) and move faster.
Static Aura - [Passive] - Local enemy units are temporarily disabled (400 miliseconds?) every few seconds.
Demon Aura - [Passive] - Local "Demon" units do more damage (more than command), move faster and are slightly stronger (hp wise)
Haze - Darkswarms appear in and out atop the hero.
Remember to move the hero to another location and not remove him from play.
-- Too lazy, work later --