A new Spell Idea thread, realize that all of this was brainstorming for the contest and if they don't look like they fit with anything its because everything is just a little spark of thought put on paper.
Removes X conditions from the hero, for every condition removed hero gains duration plus Y seconds of invisibility
Every time a condition is removed from the hero, he gains X/Y attack and movement speed.
While active, [Hero] has a percent chance to maim both himself and the enemy.
Creates a ward at the target location, if the hero is within X range of the ward he is permanently invisible.
While active, [Hero] has a percent chance to maim both himself and the enemy. If the enemy already has a condition it is also crippled.
Hero imbues a target, when that target dies allied units within range are turned invisible for X seconds, and enemy units take minor damage and are blinded for Y seconds.
Creates a cloud, causing all allied units to be turned invisible, including 4/3/2/1/0 enemies.
As [Hero] stands still, the sands of the desert surround him, causing him to turn invisible after X seconds for Y seconds and causing his attacks to blind.
Fade to Black
[Hero] has a chance to turn invisible for 2/3/4/5/6 seconds every time he attacks a foe if there are 4/3/2/1/0 allies nearby.
Fade to Black
[Hero] turns invisible if there are 6/5/4/3/2 units within range of him.
Whenever hero is afflicted with a condition there is a 33% chance he will become invisible for [Condition Duration + X Seconds]
Casts a buff on a target unit. While the buff lasts an image of the unit is created, giving invisibility to the unit as well. If the image dies before the buff wears off, the unit is crippled for 2 seconds.
If the hero stands still for 4/3/2/1/0 seconds, he will remain invisible. Attacks do not break invisibility but movement does. [Has a % chance to blind foes in a small AoE every 3 seconds]
Hero deals 30/35/40/45/50 damage in a 300 AoE around his position and around the position he teleports to, causing struck units to be maimed and ruined for 1/1/2/2/3 seconds. Has a range of 700. Mana cost of 40-65 (Cooldown goes from long-ish to short as levels are put in.)
While activated a pulse wave is created, for every second channeled the AoE increases, finally exploding when deactivated or the max amount of time is reached. Deals 25/30/35/40/45 damage per second charged, blinds units for 1 second per second channeled and cripples enemies for 3 seconds. Max time active is 4/5/6/7/8 seconds. Drains 10/15/20/25/30 mana per second.
The next 1/2/3 spells cast by a hero (within 600 units of this hero) will cause units within 300/450/600 units of the caster to pulse with energy, removing all conditions from them and dealing 40/45/50 damage per condition in a 250 AoE. Heals allies.
Hero leaps through the shadows at 3/6/9 enemies, striking and stunning each in a chain and finally leaping back to his original position.
The next attack the hero strikes will also strike 1/2/3/4/5 extra units within 600 range of him and cause them to bleed for 5/7/9/11/13 seconds.
Whenever a unit casts a spell there is a 10/20/30/40/50% chance that the hero will turn invisible, blinding all units within 250 of the hero. % Chance doubled if the caster is afflicted with 3/3/2/2/1 conditions.
For every enemy up to X units moving, hero gains Y movement and attack speed. For every X units standing still hero gains Z damage.
When cast all units within range have their actions reversed, if they are moving they are stunned for X seconds and if they are standing still they are forced to move for X seconds.
While you move units are ruined, while standing still theyâ€™re crippled.
Hero leaps through the shadows towards the nearest unit, masking himself (invisibility) and stunning the enemy for 1 second plus .5 per condition on them.
Warp (Wtfux Time?)
The next attack hero makes on the enemy, the enemy will be sent back X seconds in time. X being the number of conditions on the hero.
Hero leaps at the enemy, creating an image at his location and teleporting to the enemy, blinding for 2/3/4/5/6 seconds and the hero goes invisible.
Whenever <Hero> is inflicted with a condition, the next condition's duration is reduced by an extra 10/20/30/40/50%, resets after immunity.