Arcane Missile
Shoots an arcane bolt that chases your target and deals magic damage to enemy units that collide with it. Doesn't damage flying units.
Level 1 - Deals 50 damage, lasts for 5 seconds.
Level 2 - Deals 100 damage, lasts for 10 seconds.
Level 3 - Deals 150 damage, lasts for 15 seconds.
Note: Can be cast on both allied and enemy units (including yourself) but will only damage enemy units.
Spirit Burn
Slowly burns away the spirit of the target unit, draining mana per second and detonating if the unit's mana reaches 0. Deals 50% of the unit's current health in damage when it detonates. 10% for heroes. Lasts 10 seconds.
Level 1 - Burns 20 mana per second.
Level 2 - Burns 30 mana per second.
Level 3 - Burns 40 mana per second.
Mage Armor (Passive)
The arcane mage creates an invisible shield around him. Every time an enemy unit attacks the hero, there is a chance the shiled will reflect the damage back to the unit.
Level 1 - 15% chance to reflect.
Level 2 - 30% chance to reflect.
Level 3 - 45% chance to reflect.
Nether Charge
Charges the target with arcane energies, if there are no enemy units near it, the target will be slowed and ethereal (vulnerable to spells), if there are enemy units nearby, the target will release bursts of energy, damaging itself and any enemy units in the area.
Level 1 - Slowed by 25%, bursts deal 75 damage, lasts 10 seconds.
Level 2 - Slowed by 50%, bursts deal 100 damage, lasts 12 seconds.
Level 3 - Slowed by 75%, bursts deal 125 damage, lasts 15 seconds.
Arcane Barrage (Ultimate)
The Arcane mage bombards the target area with a huge volley of arcane missiles. When a missile collides with an enemy unit, it explodes, dealing small area damage.
Deals 30 damage per missile in a 150 AoE, shoots 30 missiles.