New ideaz!!!!!1111!!11
Elemental Shifter
Cycle: Changes the form of the elemental shifter over a period of 5/3/1 seconds, during which it is unable to move, attack or use abilities. The forms, in order, are Nature -> Water -> Thunder -> Nature etc.
Aid: An ability which targets friendly units in an area and has an effect based on the current form:
Nature: Thorns emerge from allies' skin, causing 10/30/50% of damage to be reflected for 10/15/20 seconds.
Water: Showers healing rain over allies, restroing 200/300/400 health over a period of 20/15/10 seconds.
Thunder: Purges all negative effects from allies, and prevents negative effects from applying to them for 10/15/20 seconds. Causes 100/150/200 damage to summoned units, allies or enemies.
Wrath: An ability which targets enemy units in an area and has an effect based on the current form:
Nature: Entangles enemies with roots which holds them in place, preventing them from moving and deals damage over time. The roots will slowly recede, reducing the damage, until they are gone completely. Lasts 5/10/15 seconds.
Water: Launches a wave of water at the enemy, knocking them back and dealing 100/150/200 damage.
Thunder: A storm cloud appears over the target area, and lightning bolts lash out at enemies, targeting those with higher health fist. Bolts deal 10/20/30% of the target's current health in damage. Lasts 5/10/15 seconds.
Elemental Aura: A passive aura which has a different effect based on the current form. When changing forms, aura effects from the previous form continue to apply for 3 seconds.
Nature: Strengthens the skin of allies to be as hard as bark, adding a bonus of 6 to armor class.
Water: Rising of natural fluids around the Element of Water cause the movemnt speed and attack rate of nearby enemies to slow by 30%.
Thunder: Nearby allies' weapons are charged with electricity, causing them to deal 3 extra damage, and stun the enemy with a hit once every 10 seconds.
It'll be hard to balance it, but the figures currently they don't seem too high do they? I can always scale them down (or up) if necessary.
By the way: it's not mentioned there, nor will it be mentioned in the actual spell descriptions, but I plan to have some hidden synergy, such as rain causing the entangling roots to grow so they last longer, and the storm and rain clouds could merge, making it more destructive. Oh, and a tip: thunder sets plants on fire

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