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Event
Unit starts the effect of an ability
Condition
Ability = Your Dummy Spell Dummy Spell Info
Actions
Hide Castining Unit
Set Global_Integer[Player Number of Caster's Owner] = Experience of casting unit
Pause casting unit //might not be necessary don't know if hidden units can attack
Set Global_Unit[Player Number of Caster's Owner] = Caster // Used for turning him back.
Give Casting unit Invulnerable ability
Create Unit at location of caster of the type you want to be for casting player.
Set Experience of Last Created Unit to Global_Integer[Player Number of Caster's Owner]
Give Abilities ect
Then make a turn back ability that destroys the caster and unhides the hero and unpauses him.
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