[Spell] Phantom Blood Mage Projectile?

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I was kitbashing Ujimasa Hojo's Highborne Hippogryph Lancer onto a Chimaera, and as shown in the attached twenty-second screen capture, I succeeded (though not perfectly). Note that this attack animation has no associated projectiles of any kind.

Next I made its unit data as a hero unit (based on Tyrande) and made sure to only change Tyrande's area of efffect and projectile art to the TFT Chimaera's Lightning Attack and the Attack Type to Missile-Splash (2nd pic). I gave it Breath of Fire and Drunken Haze as spells. As with vanilla Tyrande I left only Attack 1 enabled.

Problem is, when I loaded the unit up in World Editor, the use spell ability animations for Breath of Fire and Drunken Haze saw that previously empty Chimaera mouth unleash Kael's standard projectile before firing Chen's default projectile. (apologies for the sudden phone camera. My Xbox game recorder didn't want to run while WC3 was on for some reason)

I tried deleting everything that could cause this, up to modifying the unused attack 2 into a melee attack, but still no dice.

What could be causing this?
 

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Wait, I apologize. The only reason it was like that was because it was being overriden by the Custom Hero Glow Ability I made. The Hero Glow still had its own base projectile art.
 
You don't have to use Sphere to display Art on a unit, that's a complicated ability with some likely unwanted side effects. Something like Sundering Blades could work or any Aura. I've also heard some Item Abilities using Art - Target can work (that would be ideal). Also, remember that abilities use different Animation Names, Breath of Fire for example uses spell,slam.
 
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