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Your spells need to be scripted. If you don't know what that means, your out of luck.
And if you do then, set whatever value +/* damage/duration/aoe
Like this.
Nova
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Nova
Actions
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at (Position of (Triggering unit)), dealing (10.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Magic and damage type Normal
or just u could boost if u make a trigger for every ability what u use like adding aditional damage like this
flamestrike additional damage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flame Strike
Actions
Set loc = (Target point of ability being cast)
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 500.00 at loc, dealing ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 5.00) damage of attack type Spells and damage type Normal
Custom script: call RemoveLocation (udg_loc)
ups i was slower.
whatever best way if u do the ability urself instead useing default abilities if u want customize the damage to be dynamic damage
oh and if u use area damage then its hurt every unit in area indifferent enemy or ally
(anyway u could use unit group in region if u want filter the enemy and deal to each enemy in x range the damage)
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