Ok, first of all its good that you finally released an entire spellpack.
But lets start with the critics...
1. Usage of multiple Integer A handles may cause the entire trigger to bug if its used more than once - use your own integers though.
2. Divine Surrounding does not protect the unit from triggered damage - when I was attacked by the wendingos and then I use the electric push thingy, the unit still take damage from the knockback
3. Its better to determine the level of the ability into a separated integer veriable, than using "Real((Level of Sunrise for SU_Caster))))" - check -BeRZeKeR- spells. By the way (Level of <Ability> for <Unit>) is an integer, you don't need to convert it.
4. I suggest you to use (Triggering Unit) instead of (Casting Unit) - its not a mistake, but (Triggering Unit) can be used multiple times and its work faster
5. Rockcircle - make the rocks (dummies) somehow unselectable, because they are selectable now and may cause errors or misclicks. Also I suggest you to make the explosion event more flexible, because if a unit stay near 3-4 rocks it will take realy high amount of damage and that makes the spell very imbalanced - try to make a group in a loop for every dying dummy, then damage the units within its range and put them into the group, so they won't be damaged more than once.
6. Theres a leak into the "Electricity Stomp":
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Unit - Create 1 Dummy for (Owner of ES_Caster) at (Position of (Picked unit)) facing Default building facing degrees
7. That
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Unit - Cause (Picked unit) to damage (Picked unit), dealing ((Real((Intelligence of (Picked unit) (Include bonuses)))) x 2.00) damage of attack type Spells and damage type Normal
will make the picked unit to suicide, eg. the kill and bounty will not go to the caster of the spell - use the "ES_Caster" veriable as a damage source.
8. This effect here:
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Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
Is not cleared, it may cause intense lag after certain usages.
9. Limit the units here:
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Set ES_Group = (Units within 550.00 of ES_Point matching (((Matching unit) is A Hero) Equal to True))
So it won't trigger if the Hero is dead or its an friendly - add (Matching is Alive) and (Matching Unit) belongs to an enemy of (Owner of (ES_Caster).
10. The entire spellpack LACKS of documentation... Ok I see that theres an documentation how to import them (well its not the best but... I'm sure you can do it better) also try to implement "trigger comments" into the triggers for easy understanding of the triggers, because I'm 100% sure that you'll receive alot of comments regarding to this matter.
11. Discriptions are not well made, I had to test the spell and after that I finally realize what does the spell actually do. Try to improve this and add information below the spell discription, regarding the spell is instant-cast, channeling, passive and put the "level-information" in the normal way, b/c in this way its kinda... stupid

.
12. This thing:
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Unit - Cause (Picked unit) to damage (Picked unit), dealing ((Real(SU_Intelligence)) x -2.00) damage of attack type Spells and damage type Normal
can be done by (Unit - Set life of unit to (Life of (Picked Unit)) + ((Real(SU_Intelligence)) x 2.00)
13. This thing:
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Unit - Create 1 Dummy for (Owner of EN_Caster) at (Position of (Picked unit)) facing Default building facing degrees
Also leaks too, you can use one point into the loop for each picked unit.
On the other hand, the spellpack is good, but the SFXs (special effects) are a bit too much and using more than 2 abilities at the same time caused my FPS to drop realy bad, causing the game to lag. Try to make it more clear and avoid usage of multiple (Interger A).
At the end, I can surely give a 4/5 and vote for approval, but after you fix the things I mention above.
Best regards,
MortAr-