Hero has X HP healed for every X MP spent.
Passive skill.
Hero gains X armor and X magic resistance based on % HP missing.
Hero also has HP regeneration witch will heal him per second based on HP missing.
Channeling ultimate.
Drains mana from all units in the AoE around the caster each second for duration of time.
More mana drained by the caster, more affected units will be slowed.
Caster is magic immune during channeling.
Caster can collect mana over his maximum amount, but it will drain by 20MP/sec until it is return to usual maximum amount (this can be coded since this feature is already used by Blood Mage).
Drains HP from the enemy and will spawn an illusion each X amount of HP drained next to you.
It gives a chance per attack to blink behind the enemy and deal attack witch will ignore portion of targets defenses.
Basically, it's a passive witch has a chance to blink you behind the enemy you are attacking (just like Rikimaru's Blink Strike) and reduce armor (and maybe magic resistance) of the enemy for that one attack.
It's a passive aura.
All heroes, friends or foes, will have their souls enslaved for a period of time if they die in area around hero.
That means that an illusion of that hero will appear next to owner of this skill and will be his to control until that hero revives.
If illusion gets killed, it will reappear after few sec again.
Possible sub-effect of this skill is that it increases revival time for enemies and decreases for allies and self.
The idea of this spell is to give bonuses based on units and heroes dead.
There could be many variations of this skill based on concept and some other stuff to keep it balanced.
For example, it could passively give X bonus damage for every corpse in X AOE and give X bonus regeneration for every currently dead hero.
It could also work like an aura that is stronger and gives stronger bonuses based on corpses and/or heroes currently dead.
For example, in X AOE it will slow enemy's AS for X% for every corpse in X AOE and will slow MS for X% for every currently dead hero.
The idea of this spell is to connect hero with enemy unit(s) and make them take part of damage that hero is suppose to take and probably reduce damage taken by the same amount.
For example, you cast this spell and it bonds 3 units with you and makes you take (X times 3)% damage reduced, while units linked will take that damage instead.
This is just an entangle that will also drain HP/MP of unit affected and transfer it to the hero based on number of trees in the AOE.
This spell is magical version of Fury Swipes.
Every next spell cast by the hero will deal additional damage just like every next attack deals additional damage on Fury Swipes.
Simple yet effective.
This skill is temporary Charm skill (will probably be channeling) from the ladder and that's all.
All balance issues are going to be dealt with when I plan to use it for the hero.
The idea is of this spell is to have a 'channeling clone skill'.
How does it work?
You cast this spell on the ground and clone of you will appear on that location (only it will be blured a bit or something so it looks like an astral projection and not a physical being), which can gain gold and experience as he does and shares his experience and abilities.
He will also have all the items you have and will be able to use them.
All damage taken by the clone is also taken by you, but if clone dies and you survive somehow, you will not get killed.
Clone will have a limited amount of distance he can move away from the original.
If channeling is forcefully canceled (hero cancels it by taking some action that will cancel channeling skills or some other hero disables him or does anything that will cancel channeling skills), hero will take some damage and will have a negative buff for X seconds (still have to think about witch one to put).
Only way to properly cancel Astral Projection is to use Return sub-skill that will make clone fly to the hero with X MS (still can be damaged and can have spells cast on him) and reunites with the hero.
This skill should not have a duration.
This is a passive ability that will empower your skills with lifesteal-like abilities.
Each of heroes spells will deal bonus damage to the targeted units based on % of his max HP and will heal caster for the same amount.
This is a passive ultimate that gives boost to all stats, MS and magic resistance and with AS upgrade should improve your other skills just like Witchcraft does.
This is a skill that I plan to use as remake of Infest.
Naix jumps from X distance onto the target and starts to burrow himself inside it (burrowing inside the target lasts few seconds).
For that time, targets MS reduced by X%, will take X damage, but can attack and cast spells normally.
Naix also can be attacked and spells can be cast at him (so if he gets disabled, killed or something else while burrowing his way inside the target, spell will be canceled and mana and cooldown wasted).
If Naix burrows himself inside the target successfully, he will start to eat it from the inside (will deal X damage to the target and heal for same amount).
His regular regeneration still works.
He can be burrowed inside the target only for X seconds and upon emerging the target, he will deal some damage to it.
With AS upgrade, every hero that he kills will give him +1 to the attribute based on the main attribute of the hero killed and will gain 'Emerge' sub-ability that will allow him to emerge from the unit he has burrowed in whenever he wants.
Can be cast on heroes with and without AS upgrade!
This skill is meant to make hero be treated also as an ancient, give him Divine type armor and Chaos type damage for the duration.
This skill will allow hero to cast a freezing fog on the battlefield.
All enemy units in the AOE will be frost slowed and each unit (friend or foe) that dies will spawn a ghost.
Ghosts are just like Ghosts from Exorcism, only colored in blue and will navigate only inside the fog.
If they leave the fog, they will die and will all die when the duration of the fog is over.
Every enemy unit under this curse will take damage for each unit it kills and will take damage for each spell cast based on how much mana did he spend to cast it (just like if he was under the effect of the Nether Ward).
Basically, you summon a ward that will hex your enemies.
It can be ether a single target Hex or that it casts Hex on several units at once, or perhaps that it hexes everyone in the AOE.
The possibilities are endless.

This is an aura (but if proven imba, it can become toggle aura that drains mana just like Voodoo Restoration) that will every few seconds entangle a certain number of units for a period of time and deal some damage.
Additional effect of this aura could be that it grows trees back if tree trunks stay under the effect for certain amount of time or even that it grows trees randomly.
Hero makes shadows of his enemies turn against them and try to set free.
They will slow MS of all enemy units for the duration of time, and if they die, their shadows will become alive and serve caster of this spell.
This is an ultimate passive skill.
There are few ways this skill could work.
One way is that there is a chance that every time hero casts a spell, there will be an explosion around hero (or location of the spell) that will deal damage based on heroes current mana.
Also, it could work that it does that every cast, but reduce damage done.
There is also a version where this skill could deal X damage for every mana point lost in X AOE.
Passive skill.
Hero will gain bonus IAS and IMS based on HP missing of the target he is attacking.
Bonus will last only few seconds after the last attack.
This spell will set enemy on fire with black flames witch can't be turned off (will deal pure damage and can't be removed or have it's damage reduced with BKB Avatar, invulnerability and other stuff like that) and have infinite duration, but will constantly drain mana (can be turned of to stop mana drain and the effect).
Each enemy unit that comes in contact with affected target will also catch on fire and will remain to burn until user doesn't deactivate the skill (additional units on fire won't increase mana drain, but if they do, if won't be a lot).
Player will also gain true sight of affected units.
Additional possible effect is that each attack and/or spell cast on affected enemy will increase strength of black flames or strength will simply increase as time goes on (there could be a combination of those two, but I doubt).
Channeling.
Freezes targeted hero and creates a number of illusions of your hero witch will attack that hero for the duration of the spell.
Illusions can't be selected and are invulnerable.
This skill gives hero unobstructed vision, true sight and ability to reveal illusions (they would appear blue just like they do to their owner and his allied team).
Drags all enemy units around here and then blasts them away in random direction.
Enemies will land on random spots in X AOE and will take damage upon landing and get stunned for a duration of time.
Main idea of this skill is to shuffle enemies.
Damage is there just for sake of being there (I mean, you can't expect someone to get blasted sky high and then be perfectly fine upon falling back on ground) and stun is there to give you and your allies time to organize yourselves and take advantage of enemy being confused and their tactics broken.
Furry Swipe-like passive skill.
Each strike will open wounds of attacked unit witch will let his mana slowly flow out for a period of time.