Here are the spells for the first hero. He's a mummy:
Spell 1: Embalmed (Passive):
Whenever the hero's health drops below 30% of his maximum health, he recieves reduced damage.
Levels 1 to 4: +150/+250/+350/+450 maximum health. Reduces incoming damage by 10%/15%/20%/30%
Spell 2: Shifting Sands (Active, target point):
Creates up a small, sandy whirlwind around him, damaging for 80/120/160/200 and slowing enemies for 15%/25%/35%/45% for 4 seconds in a 350 radius. After channeling for 2 seconds, he moves though the sandstorm and shifts towards another location, triggering the same whirlwind effect again.
Mana Cost:120,140,160,180
Cooldown:22,20,18,16
Casting Range: 800,850,900,950
Note: The whirlwind can damage the same unit twice, meaning it will eventually deal 400 damage when this skill is used on the same location. The first whirlwind is instant, the second one happens after the channeling and the teleport.
Spell 3: Mummify (Active, no target, channeling):
Shoots out bandages in every direction and uses them to mummify enemies in a 400 radius. As he channels, all enemies are immobilized and take 20/30/40/50 damage. Afterwards they remain immobilized for some longer, depending on how long the hero channeled. Channels for up to 4 seconds. 0.25/0,50/0,75/1,00 second hold for every second channeled.
Mana Cost: 150/170/190/210
Cooldown: 32 secs
Range: 400
He basically stuns them for as long as he channels and after that more depending on how long he channeled
Ultimate: Decay (Passive):
Level 1: Deals 15 damage per second +1 for every 40hp missing
Level 2: Deals 25 damage per second +2 for every 40hp missing
Level 3: Deals 35 damage per second +3 for every 40hp missing
Range: 250/300/350
Use the disease cloud effect for this one.
Second hero:
This is also a strength hero. Uses Ancient of Lore model
Spell 1: Entangle (Active, target AOE):
Causes roots to sprout in the target area, strangling enemies inside it, while guiding nutrients to allies. Lasts 6 seconds.
Slows enemies for 20%/30%/40%/50%. Allies are healed for 20/30/40/50 health per second and deal 5%/10%/15%/20% bonus damage.
Spell 2: Animate Tree (Active, target tree):
Animates the closest tree into a living treant under his control. Treants have no lifespan and last until killed. also, when the hero animates a new tree, the weakest treant dies and makes place for the new one (if you have maximum treants out).
Up to 3/4/5/6 treants can be maintained, they have 150/250/350/450 health, deal 10-14/18-22/22-26/30-34 damage and have 1/2/3/4 armor.
Spell 3: Spirits of the Forest (Passive):
The hero recieves aid from the forest spirits. Whisps circle around him and attach themselves to random allies or the hero himself, regenerating their stamina. Whisps seek a new target every 8 seconds. When an ally moves further than 800 range away from the caster, the whisps return to him and seek a new target to aid.
Each whisp heals 6/8/10/12 health per second and restore 3/5/7/9 mana per second. 2/4/6/8 whisps circle around.
Ultimate: Magic Lanterns (Activate, deactivate):
The hero fuels the magic lanterns on his back with mana, cauising them to cast a magical light over nearby allies and enemies. Enemies have their weaknesses revealed while allies have their weaknesses covered by it. Automaticly deactivates when the hero runs out of mana.
Enemies take 8%/16%/24% more, and allies take 8%/16%/24% less damage.
Mana Cost: 12/24/36 per second
Cooldown: 6 seconds between deactivating and reactivating.
Casting Range: 400/500/600 radius
Tell me what you think and wether you can take on this request so I can pm you my map ^^