List of Spells and Abilities That Would be Interesting
Spell 1 (conic skill shot, piercing) [ mid range, width: medium ] {q/w/e}
Wild Magic
Active: Upon activation a random skill shot that does one of three effects
- Fire flare
A wave of high damage fire burns through all targets dealing 100/150/200/250/300 + (.8 AP) and applies a burn for 10/15/20/25/30 (.2 AP) for 3 seconds applies 2 ticks every second.
- Frost jet
A wave of medium damage ice slows all targets for 10%/20%/30%/40%/50% and deals 50/75/100/125/150 + (.5 AP) for 2 seconds and applies grievous wounds for 4 seconds.
- Thunder Shock
A wave of sound cracks forth silencing all targets and dealing 100/125/150/175/200 + (.7 AP)
Spell 2 (passive) {P}
Push/Pull
Your auto-attacks travel in a line dealing damage to all enemies along its path at max range it returns and deals half damage back for each target hit -10% damage reducing down to a minimum of 30%. Damage reduction resets at the turnaround point. All attacks go to max range regardless of target position. Attack speed increases the speed of the animation and intervals of the attacks but attack speed is only 3/4ths as effective.
Spell 3 (passive and active) {R}
Natural Adept
Passive: You gain 10%/15%/20% damage reduction against spells and passives
Passive/Active: You absorb the last spell that hits you. You can now cast this spell as if it was yours. It stays with you until 30 seconds has passed or you die. You gain all passive effects of the spell absorbed.
Spell 4 (active) [area around caster 900 units]
Decrepify
Slow all heroes in the area increasing for each hero in effected by the spell. Base slow 15% for every additional hero past the first +5%/7%/9%/11%/13% (max 67% slow)
Spell 5 (passive) [area around the caster 300 units]
Magus's Distortion
An arcane spell so old that it distorts space and time around the use. Damages and slows all heroes in an area by a small amount. Damaging at a rate of 7/9/11/13/15 and slow at a rate of 3%/5%/7%/9%/11%