this ones for either of the ortar heroes
It's called Anticipate movement and it's a passive, or it can be targetable.actiavatble or whatever.
Anyways, it's basically a spell that fires to where the nenmy is going to be and it blows up the ground in front of them, forcing them to change direction slightly (basically check for unit speed and facing angle and then fire a shot that would just block their movement with invis unit or nice pathing blocker.
It would deal 10-20-30-40 bonus (or whatever depending on levels) damage (that's if it landed perfectly) and also the missiles would travel quicker as the spell was upgraded.
A secong one i think would be neat is a spell calls long shot which is a chaneling/ground spell which required skill to use. Badically, they create a cursor that moves up and down in front of them and every time it moves over a unit they fire a powerful shot, using up 10 mana. The cursor moves increased distances and at faster rates each level and also tracks heroes in the last 3 seconds but only a certain distance. If the heroes run out of mana, they stop casting.
Duration will be 4-5-6-7 seconds and each round will deal 50-75-100-125 damage in a small aoe (100 or so and medium aoe of 150)This would be kind of like a wave spell.
My third suggestion was inspired by ww2. It's called Bursting Shell (not a great name but hey...)
Anyways, what they do is fire a missile in the air, which bursts in the air and releases a hail of bullets onto enemies. It normally deals 25-35-45-55 damage in an area and is meant for delayed spamming (5 second cooldown) but the effects can be altered by another skill called "Runic Ammunition"
Runic ammunition: is based off of a dummy spell book, has 4 levels and can change the attack of the heroes to have 1 of 4 different side-effects. 1 would be poison, freezing, burning, and armor piercing.
Each one would give minor bonuses which would become better each level, and you'd learn poison, burning, cold and finally piercing.
Ammunition will also be triggered to have a cooldown after so many attacks
Now the effects are obvious but the type of ammunition set: poison makes gas appear on explosion, burning burns ground, frost freezes units in small area, and piercing increase directness of attack (lowers arc) missile speed and allows for all the damage to transfer to the target.
With the Artillery Burst, the Runic ammunition grants special properties
Poison: Poisons entire area, and also slows units and deals low damage over long period of time. Attack is increase by 5-15-25-35.
Buring: Makes the attack explode in the air, and rain napalm, which deals no instant damage but floats to the ground and then burns the ground and deals 15-25-35-45 burns damage a second and the burning field lasts 5 seconds.
Frost: Explodes into ice chucnks and freezes the ground for 1-1.25-1.5-1.75 seconds. Increases damage by 5-10-15-20 but also increases cooldown by 2.5 seconds.
Piercing, Now this is the big one. The attack cost an extra 25 mana to cast, but gains the piercing abilities. Increases damage by 10-20-30-40 and also causes units to takes severe damage from opened wounds and loss of blood as well as reduced armor. Opened wounds deals 4-5-6-7 damage per second for 15-30-45-60 seconds (up to 10-20-30-40 seconds for heroes). Units also lose 1 armor until they stop bleeding. The buff is instantly reoved by heal however.
Anyways, these are the spells i thought up of and i hope you find them origional and interesting. BTW i didn't read through all 9 pages so sorry if some are repeats.