@Radicool he means the spell deals Y damage to the target and simultaneously heals the caster by Y, not something more complicated than that. Setting the health of the unit to deal damage isn't a good idea because that doesn't grant any kill credit (and thus anything associated with it,
like gold). Instead you should use the
Unit - Cause <caster> to damage <target>... action.
@HolyWillRise The next time you need help, please give your thread a better title than "HELP!", which you've done twice now. Also tagging them as
Import is nonsensical; none of your questions have been about imports (putting into your website a model/sound/spell/system/etc. you found on this or another website). I see you're from Bulgaria so perhaps you are confusing it with the word "important"?
Second, since you've posted twice about making spells that use units' str/agi/int for damage effects:
there is no way to make spells use hero stats without recreating the spell from the ground up using triggers. The object editor will NOT allow you to use hero stats in any of its fields. This significantly increases the complexity of any spells you may want to make that have any sort of a time delay before/during/after their effects (for example Death Coil doesn't actually do damage until the projectile hits the target) by necessitating the use of a projectile system, damage detect system, and likely a liberal use of hashtables. I'm not saying this is impossible or that you shouldn't do it; I'm letting you know that it will require a LOT more trigger-writing than you probably think it will. It's really easy to say "20xINT damage" but it's much harder to actually
do.
Some spells are easy, but most will be difficult and as an example let me use Holy Light since it's the foil to Death Coil. Holy light is instant, which means that to cause it to damage undead for 10xint or heal an ally for 20xint you need this trigger:
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Events
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Unit - A unit starts the effect of an ability
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Conditions
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(Ability being cast) equal to HOLY
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Actions
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Set TARGET = (Target unit of ability being cast)
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If (All conditions are true) then do (Then actions) else do (Else actions)
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If - Conditions
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(TARGET belongs to an ally of (Owner of Triggering Unit) equal to true
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(Target is Undead) equal to false
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Then - Actions
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Unit - Set TARGET life to (Current life of TARGET + (20.00 x (Triggering Unit current Intelligence (include bonuses))))
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Else - Actions
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If (All conditions are true) then do (Then actions) else do (Else actions)
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If - Conditions
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(TARGET belongs to an enemy of (Owner of Triggering Unit) equal to true
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(Target is Undead) equal to true
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Then - Actions
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Unit - Cause (Triggering Unit) to damage TARGET for (10.00 x (Triggering Unit current Intelligence (include bonuses))) points of attack type Spells and damage type Normal
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Else - Actions
Death Coil would be the same except you also create the projectile yourself, have to attach data to it about what it's targeting and who cast it, launch it... then wait to detect its impact with the target unit in a separate trigger and from there deal damage or heal.
You can fudge this a little bit by calculating the distance between the target and the caster then dividing by the speed of the missile (an Object Editor field, so your trigger can't 'know'/'learn' the speed, it has to be told) to get the time until impact. Then use the Wait command for that amount of time. This will not be in sync perfectly most of the time, and it can even break spectacularly if the target unit is moving or if the delay is shorter than the shortest possible Wait.
Again I'm not telling you you shouldn't or can't, just that it will be hard if you are not experienced writing triggers or other code. Food for thought before you embark upon this map journey to use hero stats in every spell.