Background is a bit TLDR so feel free to skip it.
Aranel was born as a sort of experiment. An unknown wizard of great power wanted the coveted ability of a secluded race known as the Berserkers. To his rage, he was unable to do this no matter how many experiments done. He also feared that gaining the ability would limit his magical abilities, as Berserkers were notoriously weak in the arcane ways. In his desperation, he came up with one last plan. One which would take some time to carry out, but he was patient. He would father a child with a Berserker women, and see where the potential carried.
He captured a woman from the clan and forced himself on her. He then sent her back to her village, memories of the event stripped from her mind. The woman went on to carry and bear the child, who was considered somewhat of a miracle by the mother who did not have a mate. The child was raised as one of their own, with the wizard never far away and keeping a close eye on his development without alerting the small clan. His plan was to eventually take the child and train him in the arcane ways, and keep a tight hold to be able to use him for his own devices.
On the eave of Aranel's twentieth birthday, his father decided it was time to take him to begin his training and see the fruits of his labor. When Aranel was alone outside the village, practicing the use of his small crossbow, he approached him. Taking the image of a lost woodsman, he was able to get close to the boy without alarming him.
Once close enough, he attempted to force his Will upon the boy, to crush any resistance and make him obey immediately. To his shock, he was met instead with a solid steel wall of mental strength. Aranel immediately recognized what the man had attempted to do, and a sword snaked out from under his robes, the crossbow tossed aside and vanishing.
Unbeknownst to the wizard, Aranel had attracted the attention of the elder shaman of the clan due to his noticeable potential in the art of magic. The fact that Berserkers were weak in magic was a sham put forward by the entire people. They knew their skills would be coveted, and so hid them well. Instead of a young and untrained boy, he was facing a full-fledged sorcerer with the might of the Berserker race behind him.
The old wizard had only one thought as his shield literally melted in front of him by the incantation Aranel muttered and the steel blade sliced into his flesh. He felt his mind being probed and raped at the same time, the boy exposing all thoughts and secrets.
His experiment had worked.
Aranel's fascination with magic led him towards that of Time. Being immortal through his Berserker origins, he has had all the time in the world to.. well, study Time. In sync with his natural talents, he is a powerful wizard that blends space itself to his needs. He always thought it was foolish for a wizard not to train in the physical arts, and so is also a competent sword master with his dark blade, SoulSlayer.
Not really picky about the hero look, but to put it in some way that people would know from my mind. Tall with a medium-sized frame abd light grayish hair (hidden by hood). Wears a dark cloak that covers from neck to toe. Necklace with three bear claws signifying his race. One-handed crossbow is a small simple device that shoots bolts of arcane magic (blue / grayish). If he is not attacking the crossbow vanishes. It only appears when the swing begins. With the passive skill, they make a small explosion on impact. When he goes melee, he wields a sword covered in silver fire which also is not present unless he is attacking. (Makes it difficult to tell if he is coming at you in melee or range form).
Range: 550. (Range)
Range: 125. (Melee)
Base Dmg: 42 - 50
Stat Gain / Base:
- STR: 17 +2.0
- AGI: 16 +1.3
- INT: 22 +2.9
Move Speed: 290
Attack Rate: 0.59
Has the ability to switch between Melee and Range. Melee uses his sword, wrapped in silver fire. Range uses a crossbow that shoots little bolts of arcane magic. Has a stagger / cast time of 1 second to switch.
AFFINITY - PASSIVE:
In Range Mode:
Every X second, a charge up in the time continuum causes the fired bolts to rip the fabric of time and space around its target (200 aoe), causing magical damage in a small area based on Intelligence.
Damage is equal to 75% of Int + Base Damage. Slow the attack speed of all affected by 15% for 2.5 seconds. Resets every 8 seconds.
Damage is equal to 100% of Int + Base Damage. Slow the attack speed of all affected by 20% for 2.5 seconds. Resets every 7 seconds.
Damage is equal to 125% of Int + Base Damage. Slow the attack speed of all affected by 25% for 2.5 seconds. Resets every 6 seconds.
Damage is equal to 150% of Int + Base Damage. Slow the attack speed of all affected by 30% for 2.5 seconds. Resets every 5 seconds.
In Melee Mode:
Every X amount of seconds, Aranel's sword is imbued with a time distortion. This allows him to attack twice in quick succession, and slows his target down for 2.5 seconds.
Slows target for 2.5 seconds. Resets every 8 seconds.
Slows target for 2.5 seconds. Resets every 7 seconds.
Slows target for 2.5 seconds. Resets every 6 seconds.
Slows target for 2.5 seconds. Resets every 5 seconds.
(The range bolts would look like a little time blur explosion around the target area once they land. The attack speed would have no visible effect. The slow from the sword would make the hero be enveloped in a kind of slowish aura that makes them blur as if they are moving quickly, but are actually being held back. The quick double attack would obviously just be two swings in quick succession.)
BERSERKER - SELF-BUFF:
Aranel taps into his Berserker ancestry, unleashing his full potential for a short period of time. Blended with his mastery of time, it makes a dangerous sight. In this mode he is able to switch between Range and Melee with no stagger time.
20 Second CD. 135 Mana Cost. Increases movement speed by 10%. Increases attack speed by 20%. Lasts 5.5 seconds.
18 Second CD. 120 Mana Cost. Increases movement speed by 20%. Increases attack speed by 40%. Lasts 6 seconds.
16 Second CD. 105 Mana Cost. Increases movement speed by 25%. Increases attack speed by 60%. Lasts 6.5 seconds.
14 Second CD. 90 Mana Cost. Increases movement speed by 35%. Increases attack speed by 80%. Lasts 7 seconds.
(A pulse visibly rips through Aranel, and his movements are blurred as time wills itself around him. His mind races at the countless possibilities laid out before him, but he chooses only one.)
TIME RIP - TARGETABLE SPELL:
One of Aranel's favorite spells to confuse his enemy and weaken their defenses. His target is stuck in time so to speak. A non-targetable copy of the hero's physical appearance appears where the original was. This copy is only to remind them that their time in space has been chosen. After a number of seconds, the very fabric of space and time is broken and the hero is returned to its original location with definitive unpleasant side effects. The experience strips the hero of their defenses, and the trip through the ripped space attacks their very body.
60 Second CD. 125 Mana Cost. Natural Armor is reduced to 0 for 5 seconds after the rip. Rip takes affect 2 seconds after being cast. 75 Magic Damage dealt.
50 Second CD. 140 Mana Cost. Natural Armor is reduced to 0 for 7 seconds. Rip takes affect 3 seconds after being cast. 150 Magic Damage dealt.
40 Second CD. 165 Mana Cost. Natural Armor is reduced to 0 for 8 seconds. Rip takes affect 4 seconds after being cast. 225 Magic Damage dealt.
30 Second CD. 180 Mana Cost. Natural Armor is reduced to 0 for 10 seconds. Rip takes affect 5 seconds after being cast. 300 Magic Damage dealt.
(Once the enemy hero is targeted, a simple invulnerable copy appears. After the alloted time has passed, there is a very distinct time distortion that appears at the hero's new location and his copy. The rip can visibly be seen for a couple of seconds as a sort of distortion in the space that the hero ran away from his copy. Once the transfer is complete, the hero is in Black and White colors only to imply the strip of his defenses (just for the duration). The damage is done in the transfer. Colors are recovered when defenses are back up.)
Ultimate - ETERNITY
Aranel has always been gifted with the ability to see possible futures. As it is, he does not like what he sees on the battlefield. Twisting time, he turns the tide of the battle to his favor.
Disclaimer: This gets a bit tricky. I'm not even sure if this is possible, but it would be an interesting concept.
200 Second CD. 300 Mana Cost. Global. 1 second casting time. All enemy spells which have a slow or stun effect cast in the past 2 seconds and the next 2 seconds have their duration reduced by 25%. All ally spells cast which have a slow or stun effect in the past 2 seconds and the next 2 seconds have their duration increased by 25%. If an ally is affected by a stun or slow spell when this spell is activated, (as in they are already stunned / slowed when the ult is casted), they gain maximum move speed for 2 seconds.
180 Second CD. 375 Mana Cost. Global. 1 second casting time. All enemy spells which have a slow or stun effect cast in the past 3 seconds and the next 3 seconds have their duration reduced by 37.5%. All ally spells which cast a slow or stun effect in the past 3 seconds and the next 3 seconds have their duration increased by 37.5%. If an ally is affected by a stun or slow spell when this spell is activated, they gain maximum move speed for 2.5 seconds.
160 Second CD. 450 Mana Cost. Global. 1 second casting time. All enemy spells which have a slow or stun effect cast in the past 4 seconds and the next 4 seconds have their duration reduced by 50%. All ally spells which cast a slow or stun effect in the past 4 seconds and the next 4 seconds have their duration increased by 50%. If an ally is affected by a stun or slow spell when this spell is activated, they gain maximum move speed for 3 seconds.
Aranel hesitates as he observes the future laid out before him. Finally, he decides that the risk is worth the consequences. Deftly weaving the threads of time, he hastens time where necessary, and slows it where needed. The effect causes a blur across the entire field, as if seeing through a glass of water for the duration when time is at his behest.
While he does have the potential to be a decent hero killer, his main role would be as a support. Slowing heroes where needed for the team to catch up, or helping his carry by slowing the attacks of his opponent. His Ultimate would also require the player to be attentive to the map to help teammates in need, or it can also be used as an initiation. The opposite is also true that it can help to also counter an initiation. The large CD prevents it from being abused in the hands of a good player, and it creates some versatility.