I dont expect you to make all of them, simply take your pick of whats interesting for you.
Ice Wall or Frost Strike
Hero ultimate. Conjures chunks of ice, which deals damage, freezes and slows ground units in a target area.
Spell Type: AoE target
Targets Allowed: enemy, hero, non-hero, organic, neutral, ground
Black Arrow - the other
Shoots an arrow to target. The target loses 50% of it's current mana upon getting hit, it gets poisoned and takes damage in regular intervalls(similar to shadow strike) until at 10% of its maximum health, upon reaching 10% gets stunned for x duration.
Level 1 - XX
Level 2 - XX
Spell Type: Unit target
Targets Allowed: enemy, hero, non-hero, organic, neutral
Haunting
This ability to be found on Haunted Goldmine. Kills all Acolytes currently mining there, summoning an floating soul crystal above the mine that strikes at enemy units as if being an soul tower. Combat strength and duration of the turret depends on how many Acolytes got sacrificed. The turret(the soul crystal) has an timed existence, and it exists seperate of(yet connected to) the Haunted Mine, if the Haunted Mine gets destroyed the crystal vanishes. Re-using the skill whilst the crystal is still in effect will re-place the soul crystal with an new one, never adding to current one.
Spell Type: Instant
Targets Allowed: acolytes mining on the mine
Mine Shell
This ability also to be found on Haunted Goldmine. At use, erects an shield dome over the mine protecting the acolytes mining there from harm(but nothing else) turning them invincible aslong they keep mining. The Haunted Mine itself does not turn invincible. Drains mana aslong its active.
Spell Type: Instant
Targets Allowed: acolytes mining on the mine
Wisp's Force of Nature
The Wisp goes up to an tree, merging with it to become an Treant. The Treant exists temporary, functioning like an nightelf Militia (of sorts).
Targets Allowed: tree
Shadow Ward
Places an ward on the ground that projects an cloaking aura, rendering all friendly units in it's radius invisible.
The ward is susceptible to any spell that has an effect on wards.
Level 1 - 150 radius, 75 mana cost
Level 2 - 250 radius, 75 mana cost
Level 3 - 350 radius, 100 mana cost
Level 4 - 450 radius, 100 mana cost
Level 5 - 550 radius, 125 mana cost
Level 6 - 650 radius, 125 mana cost
Spell Type: place ward, point target
Targets Allowed: friendly units cloak.
Null Ward
Hero ultimate. Places an ward that dispels all harmful and beneficial magic from friendly and hostile units within it's radius, effectively creating an 'null zone' there and preventing any spell from being cast on units within radius(prolly via simply places an undispellable version of anti-magic shell on units in radius?) irrevelant of friend or foe. Units entering the radius lose their enchantments.
If an skeleton happent to get raise from an corpse that remaint within radius, or another ward had been placed in range, it gets instantly destroyed. If an summon(like feral spirit or water elemental) has been made in range of the null ward it will get severely damaged upon appearing(this also triggers once at ward's placement: place null ward, if water elemental was in range gets this burst damage instantly), and suffer additional damage over time per second its remaining within the ward's range.
The ward itself is spell immune and cannot be dispelled.
Cooldown: one day. Lasts 60 seconds.
Level 1 - Hefty Mana cost. ward has radius of 700
Level 2 - Slightly better mana cost. ward has radius of 900
Spell Type: place ward, point target
Targets Allowed: summons, buffs
Grim Ward
Hero ultimate. Places an ward on the corpse of an unit(can be of friend or foe) that animates this unit from the dead. The raised unit's being is connected to existence of the ward placed on it's corpse, meaning the unit dies when the ward is destroyed or when duration wears off. If the unit dies on it's own the ward gets destroyed. The raised unit partains all upgrade levels it had prior to dying.
when ordered to use the ability, the hero seeks out on his own which unit to place the ward on, preferring highest level(or strongest?) unit in a radius of x.
Level 1 - XX
Level 2 - XX
Spell Type: place ward,
Targets Allowed: corpse
Area of Effect targeted Corpse Explosion
Necromancer mastery spell. Causes any corpses of dead units in target area(radius 250) to explode, each dealing 50 damage of type spells in a close(175) radius around themselves. 100 mana cost
Spell Type: AoE, Point target
Targets Allowed: corpses of dead units
Nature's Touch
Regrows trees in an area(if it had any treestumps) over howmany seconds or instantly tears down all trees in the area. To prevent passing units getting stuck on trees, target area has to be entirely unit free(checking for invisible and burrowed too) for regrowing.
Trees are not interactable with during regrowing period. If there was an wisp harvesting the tree at point of teardown it simply unloads and remains on foot, does not die. If there was sentinel used on tree its dispelled(dies along the tree).
Level 1 - 150 radius
Level 2 - 200 radius
Level 3 - 250 radius
Level 4 - 300 radius
Level 5 - 350 radius
Level 6 - 400 radius
Spell Type: AoE, Point target.
Targets Allowed: trees
Proper Blight Aura
Allows undeads in 700 radius to regenerate as if they happent to be standing around on blight, using their given 2.00 hp regen on blight only value without any further % boost to regeneration. Does not stack with Blight itself.
Level 1 - Allows nearby friendly Undead units to regenerate their lost hit points. The aura does not stack with the regenerative effects of Blight.
Spell Type: Passive, Aura
Targets Allowed: Undead only.
Alternate Death Pact
Kills a target friendly Undead unit, giving a percentage of its hit points to the Anti-Paladin as an shield. The shield functions similar to anti-magic shell (Magic Resistance) except its absorbing any kind of damage instead only spell damage.
Level 1 - 50% of target hitpoints.
Level 2 - 100% of target hitpoints.
Level 3 - 150% of target hitpoints.
Level 4 - 200% of target hitpoints.
Level 5 - 250% of target hitpoints.
Level 6 - 300% of target hitpoints.
Spell Type: used same way as default death pact.
Targets Allowed: used same way as default death pact.
Mimic
Unit ability. The Doppelganger mimics the target enemy non-heroic ground unit(works on mechanicals too but not ancients), permanently transforming himself into an copy of it. whilst being transformed the unit is technically considered an timelimit-less summon and is receptible towards: dispells, disenchants, abolish magic, control magic, or any other spell that has an effect regarding summons. Cannot transform into spell immune creatures, or creeps above level 5. The transformation takes minor channeling time and vulnerability increase during this channeling time just like during Banshee's Possession.
Level 1 - Mimics the targeted enemy unit, transforming into an copy of it.
Spell Type: Unit target, Channeled(technically)
Targets Allowed: enemy non-heroic, non-ancient ground units.
Further notes: Can also mimic enemy summons, so can copy skeleton, water elemental, bear etc.
Seal of Valor
When cast upon an friendly, non-mechanical, non-heroic unit PERMANENTLY raises it's armor and damage value(only when amplified via Seal of Kings). The target unit gets an buff of this ability providing those benefits, the effects do not stack with multiple casts, and the buff does not refresh if re-cast on same unit at later level. If an unit that has 'Seal of Valor' buff gets cast upon 'Seal of Kings' ultimate, the buff evolves into 'Seal of Fortitude', gaining the secondary effect maximum health increase in addition to primary armor increasing effect.
Level 1 - primary effect: +1.5 armor and secondary effect: +75 maximum health.
Level 2 - primary effect: +3 armor and secondary effect: +150 maximum health.
Level 3 - primary effect: +4.5 armor and secondary effect: +225 maximum health.
Level 4 - primary effect: +6 armor and secondary effect: +300 maximum health.
Level 5 - primary effect: +7.5 armor and secondary effect: +375 maximum health.
Level 6 - primary effect: +9 armor and secondary effect: +450 maximum health.
Further notes: Seal of Valor's buff does not persist through resurrection, if the unit happent to die its lost and can get re-cast on the unit after resurrection.
This Seal buff cannot get dispelled or otherwise removed, it vanishes on death of unit alone.
Seal of Fire
When cast upon an friendly, non-mechanical, non-heroic unit temporarily bestows an fire-shield upon that unit that returns an fixed value of damage per hit enemy melee attackers made upon the unit. If an unit that has 'Seal of Fire' gets cast upon 'Seal of Kings', the buff evolves into 'Seal of Courage', unit gains secondary effect damage increase for duration and the buff duration gets refreshed.
Lasts 30 seconds.
Level 1 - primary effect: damage shield on the unit that returns 1 damage per hit and secondary effect: +3% damage.
Level 2 - primary effect: damage shield on the unit that returns 3 damage per hit and secondary effect: +6% damage.
Level 3 - primary effect: damage shield on the unit that returns 5 damage per hit and secondary effect: +9% damage.
Level 4 - primary effect: damage shield on the unit that returns 7 damage per hit and secondary effect: +12% damage.
Level 5 - primary effect: damage shield on the unit that returns 9 damage per hit and secondary effect: +15% damage.
Level 6 - primary effect: damage shield on the unit that returns 11 damage per hit and secondary effect: +18% damage.
Spell Type: Instant, unit target
Targets Allowed: friendly, non-mechanical, non-heroic, non-ancient
Further notes: This Seal's buff(s) can get dispelled or spell steal'd.
Seal of Kings
Ultimate with 2 levels. Self-aoe ability. This ability has 4 effects:
Primary effects:
The hero himself gains an temporary, inner fire-like buff increasing his, damage, armor, health regen and mana regeneration by an percentage of his maximum health and mana, upon casting this ability, that persists for x duration.
Friendly units that happent to be in 900 radius vicinity gets instantly upgraded, meaning they get any 'blacksmith upgrades'(damage increasing, armor increasing), ability unlocking researches(becoming able to use any ability they have) and any spellcaster upgrades(if it was spellcaster can cast any spells it has) the affected unit could gain and already had not researched, essentially 'maxing' the unit. This however does not apply any other upgrades, unit evolving upgrades such as troll berserker research, barrage upgrade, skeletal longevity, orcish berserker strength, improved bows, long rifles, do not get applied via this. This does not advance the player's global tech-tree.
Secondary effects:
If an friendly unit that had 'Seal of Fire' happent to be in vicinity, its buff evolves into 'Seal of Courage'.
If an friendly unit that had 'Seal of Valor' happent to be in vicinity, its buff evolves into 'Seal of Fortitude'.
Cooldown: can cast once per day.
Level 1 - Major mana cost, the hero gains +3 armor and +20% damage, +50% mana regeneration and +30% health regeneration rate.
Level 2 - Major mana cost, the hero gains +5 armor and +40% damage, +50% mana regeneration and +30% health regeneration rate.
Further notes: This Seal's buff on the crusader himself cannot get dispelled or spell steal'd.
Spell Type: Instant / Self-aoe
Targets Allowed: self, friendly, non-mechanical, non-heroic, non-ancient