Currently chipping away on a map much like Enfo's Team Survival. Two teams of players try to survive against waves of enemies, doing their best to prevent the mobs to arrive at their destination.
I am but one man and could use some help coming up with ideas for heroes and spells for these heroes. Each hero has 4 abilities that can be leveled up to level 10 and a default ability that complements their playstyle.
These are the heroes I have created so far, still in need of a spell or two.
Agility/Ranged
[E] Budding Seed (Requires level 6) - Target Unit/Auto Cast
Plants a budding seed inside an enemy unit, allowing it to gorge itself on its life force. If the afflicted unit dies while still hosting the seed, a treant will spawn to fight for Faradrella.
Based on the Parasite spell, it's an autocast ability that creates a treant if the afflicted target dies.
Intelligence/Ranged
[D] Devour Essence (Default Ability) - Target Unit
Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.
A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the witch doctor.
[W] Healing Ward (Requires level 1) - Instant
Places down a healing ward that slowly regenerates friendly units health in range over time.
A healing ward ability that is instant casting, creating a powerful healing ward for 10 seconds.
[E] Shadow Image (Requires level 6) - Target Unit
Conjures a shadowy image of an enemy unit to aid you in battle.
It's the item spell Illusion turned into a hero ability. As it's leveled up it takes less damage and deals more.
Intelligence/Melee
[Q] Leech Ward (Requires level 1) - Target Point
Summons a ward that draws energy from nearby enemies and grants it instead to nearby friendly units.
Places down a ward with an endurance aura for friendlies and enemies. Friendlies gain attack and movement speed, enemies attack and movement speed are reduced.
[W] Earth Carapace (Requires level 1) - Target Unit/Auto Cast
Creates a carapace of rock around the targeted friendly unit, increasing their armor and life regeneration for its duration.
Inner Fire that increases armor and life generation for its duration.
[E] Searing Flames (Requires level 6) - Target Unit/Area of Effect
Engulfs an enemy unit in searing hot flames, dealing damage over time and reducing armor. Spreads to nearby units.
Acid Bomb turned into a fire spell.
Intelligence/Ranged
[D] Root/Uproot (Default Ability) - Instant
Burrows Elderlimb's roots into the ground, rendering him immobile, but allowing him to attack. Also grants the Ancient Fortified armor.
The idea for this hero is that it mostly stays rooted in place, enabling it to attack and increase its abilities spell range significantly.
Strength/Melee
[D] Pillage (Default Ability) - Passive
Each attack that does damage to an enemy also gains resources.
Just the pillage ability, nothing much to it.
[W] Combat Expertise (Requires level 1) - Passive
Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.
Drunken Brawler renamed.
[E] Sweeping Strike (Requires level 6) - Passive
The Admiral strikes with such force that he damages multiple enemies with his attack.
Cleaving attack renamed.
Intelligence/Ranged
[D] Devour Essence (Default Ability) - Target Unit
Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.
A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the spellweaver.
[W] Arcane Barrage (Requires level 1) - Passive
Shoots a burst of arcane energy toward a random enemy unit, dealing damage.
Phoenix Fire with a short cooldown and long range.
[E] Radiant Beam (Requires level 6) - Target Unit
Sends forth a beam of radiant energy, dealing heavy damage to enemies hit.
Chain lightning renamed.
[R] Mana Outburst (Requires level 10) - Channeling
Envelopes enemy units in excessive amounts of mana, combusting on them and dealing damage.
Starfall renamed.
Strength/Melee
[Q] Warcry (Requires level 1) - Instant/Area of Effect
Lets loose a terrible cry of war, stunning anyone unfortunate enough to hear it.
War Stomp renamed.
[W] Combat Expertise (Requires level 1) - Passive
Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.
Drunken Brawler renamed.
Agility/Ranged
[R] Fury (Requires level 10) - Instant
Metamorphosis renamed.
All heroes have 2 abilities they can start leveling at level 1. Another is unlocked at level 6, and then last one at level 10. They are hotkeyed to Q, W, E and R respectively. D is for their default ability and S is for Attribute Bonus.
All leveled abilities go up to level 10. I don't have any set numbers for the spells yet, except for the ones dealing in percentages.
I am but one man and could use some help coming up with ideas for heroes and spells for these heroes. Each hero has 4 abilities that can be leveled up to level 10 and a default ability that complements their playstyle.
These are the heroes I have created so far, still in need of a spell or two.

[E] Budding Seed (Requires level 6) - Target Unit/Auto Cast
Plants a budding seed inside an enemy unit, allowing it to gorge itself on its life force. If the afflicted unit dies while still hosting the seed, a treant will spawn to fight for Faradrella.
Based on the Parasite spell, it's an autocast ability that creates a treant if the afflicted target dies.

[D] Devour Essence (Default Ability) - Target Unit
Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.
A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the witch doctor.
[W] Healing Ward (Requires level 1) - Instant
Places down a healing ward that slowly regenerates friendly units health in range over time.
A healing ward ability that is instant casting, creating a powerful healing ward for 10 seconds.
[E] Shadow Image (Requires level 6) - Target Unit
Conjures a shadowy image of an enemy unit to aid you in battle.
It's the item spell Illusion turned into a hero ability. As it's leveled up it takes less damage and deals more.

[Q] Leech Ward (Requires level 1) - Target Point
Summons a ward that draws energy from nearby enemies and grants it instead to nearby friendly units.
Places down a ward with an endurance aura for friendlies and enemies. Friendlies gain attack and movement speed, enemies attack and movement speed are reduced.
[W] Earth Carapace (Requires level 1) - Target Unit/Auto Cast
Creates a carapace of rock around the targeted friendly unit, increasing their armor and life regeneration for its duration.
Inner Fire that increases armor and life generation for its duration.
[E] Searing Flames (Requires level 6) - Target Unit/Area of Effect
Engulfs an enemy unit in searing hot flames, dealing damage over time and reducing armor. Spreads to nearby units.
Acid Bomb turned into a fire spell.

[D] Root/Uproot (Default Ability) - Instant
Burrows Elderlimb's roots into the ground, rendering him immobile, but allowing him to attack. Also grants the Ancient Fortified armor.
The idea for this hero is that it mostly stays rooted in place, enabling it to attack and increase its abilities spell range significantly.

[D] Pillage (Default Ability) - Passive
Each attack that does damage to an enemy also gains resources.
Just the pillage ability, nothing much to it.
[W] Combat Expertise (Requires level 1) - Passive
Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.
Drunken Brawler renamed.
[E] Sweeping Strike (Requires level 6) - Passive
The Admiral strikes with such force that he damages multiple enemies with his attack.
Cleaving attack renamed.

[D] Devour Essence (Default Ability) - Target Unit
Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.
A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the spellweaver.
[W] Arcane Barrage (Requires level 1) - Passive
Shoots a burst of arcane energy toward a random enemy unit, dealing damage.
Phoenix Fire with a short cooldown and long range.
[E] Radiant Beam (Requires level 6) - Target Unit
Sends forth a beam of radiant energy, dealing heavy damage to enemies hit.
Chain lightning renamed.
[R] Mana Outburst (Requires level 10) - Channeling
Envelopes enemy units in excessive amounts of mana, combusting on them and dealing damage.
Starfall renamed.

[Q] Warcry (Requires level 1) - Instant/Area of Effect
Lets loose a terrible cry of war, stunning anyone unfortunate enough to hear it.
War Stomp renamed.
[W] Combat Expertise (Requires level 1) - Passive
Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.
Drunken Brawler renamed.

[R] Fury (Requires level 10) - Instant
Metamorphosis renamed.
All heroes have 2 abilities they can start leveling at level 1. Another is unlocked at level 6, and then last one at level 10. They are hotkeyed to Q, W, E and R respectively. D is for their default ability and S is for Attribute Bonus.
All leveled abilities go up to level 10. I don't have any set numbers for the spells yet, except for the ones dealing in percentages.