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  1. #21
    Macabre Waltz: hero bounces through 2/3/4/5 enemies dealing 40/60/80/100% attack as magic damage on the way through, cannot bounce twice to the same enemy. Places a 0.5/0.5/1/1s Fear status to all waltzed through. Invulnerable for the duration. Travelling speed similar to Madman's Stalk

    God's Notebook

    Edit:NVM just ignore thsi one :P
    Last edited by Jeroz; 11-12-2011 at 09:56 AM.

  2. #22
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    Macabre Waltz: (Passive togglable) Any dying creep within 750 AoE will ressurect with full life under your control, with a dot which deals 5% Max HP per second. When they attack, they will be healed by the amount done (lifesteal) and the same amount deal will heal you. (Int Pusher ftw)


    EDIT: U Pawned me !
    Quote Originally Posted by Jeroz View Post
    Macabre Waltz: hero bounces through 2/3/4/5 enemies dealing 40/60/80/100% attack as magic damage on the way through, cannot bounce twice to the same enemy. Places a 0.5/0.5/1/1s Fear status to all waltzed through. Invulnerable for the duration. Travelling speed similar to Madman's Stalk

    God's Notebook
    Primal Wrath
    Last edited by Melto; 11-12-2011 at 10:05 AM.

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  3. #23
    Primal Wrath: Grants +% damage and movement speed when an allied creep/hero dies nearby.

    God Notebook: Everytime you kill a hero, you gain one charge of that hero. Consume the charge to copy one of the hero's skill you killed before.

    Beat of the Drum




    Thanks Lhune!
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    Sorry for my bad English!

  4. #24
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    God's Notebook: Applies a Buff on an allied for 10 / 15 /20 Seconds which evaluate all damage dealt on allies 500 Range around this target, you gain a Sub-skill "Release Wrath of God", after the seconds expires or if you activate the subskill on a single target enemy and deals 30 / 45 / 60 % of evaluate damage in Magic Damage while you also take 50% of damage you will deal as Non-Lethal Magic Damage.

    Beat of the Drum: Channel up to 5 seconds and beat the drum each 0.95 / 0.8 / 0.65 / 0.5 seconds, each beat of the drum applies a stackable +2% Movement Speed and +2 Attack Speed for 5 seconds to allies and deals 50 Magic Damage to enemy units in a 700 AoE.

    Silent Fatal Strike

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  5. #25
    Silent Fatal Strike (ultimate): Deal a physical blow to the enemies vital organs when stood behind them to deal massive physical damage 400,750,1000 and then become invisible for 3,4,5 seconds with a 20% movement speed bonus.

    Broken Heart

  6. #26
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    Broken Heart: Every hero becomes an enemy for target enemy hero for a short period of time.

    Too many lovesongs, too little love.

    Terrible Fate
    Last edited by GeneralGrind; 11-12-2011 at 11:32 AM.
    Pagliacci
    The Laughing Horror


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  7. #27
    Terrible Fate If an enemy kills you, he will take 200% of the damage you took in the last 3/4/5 seconds.

    Sacred Aegis




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    Sorry for my bad English!

  8. #28
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    Sacred Aegis: Active. Activating the sacred Aegis will prevent petrification. For 1 second, will turn the user in the direction of a stunning spell cast and and have a 15,30,45,60% chance to block that entire spell.

    Ghost Army
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  9. #29
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    Ghost Army: Creates a well of Souls at target location. At night, the well of Souls will spawn 1 Ghost every 30 seconds that will walk towards the nearest visible enemy hero or structure. When it touches an enemy unit/building, the Ghost will explode, dealing damage in a small AoE.

    Fall From Grace

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  10. #30
    Fall from Grace Summons an angel to fall from the heavens hitting all in a target aoe dealing true damage 90,140,180,220 and lowering all attack damage of enemy units hit by 10,20,30,40% for a period of 4 seconds.

    Cloud Cover

  11. #31
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    Fall from Grace Summons an angel to fall from the heavens hitting all in a target aoe dealing true damage 90,140,180,220 and lowering all attack damage of enemy units hit by 10,20,30,40% for a period of 4 seconds.
    God that is cheesy

    Cloud Cover: Covers target area in clouds, granting you 400 range clearsight and blocks enemy vision in the area, removing vision from any enemy units/ward insight.

    Cacophony

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  12. #32
    Cacophony: Fires 2 waves in front of you, one cast instantly, the second 1 second later. Each wave deals 40/70/100/130 magic damage. If an enemy gets hit by both waves, all enemies in a 350 radius take 40/50/60/70 magic damage.

    Heimlich Maneuver


  13. #33
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    Heimlich Maneuver: Restores the stunned status off of a target ally. After healing it, fires a projectile out of that ally flying straight ahead and stunning the first target it hits dealing damage and a stun.
    "..."

    Hellish Bargain
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  14. #34
    Hellish Bargain: Deals massive magic ammount, and takes half the damage dealt in that way. If the enemy die in this process, you heal yourself in 5 seconds for that half-damage u took.

    Solar Beam




    Thanks Lhune!
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    Sorry for my bad English!

  15. #35
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    Solar Beam: Channels up to 5 seconds, for each spell cast and for each second passing during this time by an opponent a charge is added. Upon breaking the channel and after a slight delay to turn around, a beam is fired straight ahead dealing more damage and having more width for each charge on it.

    Necropotence
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  16. #36
    Necropotence: Passive. Everytime a creep dies in a 650 radius of you, gain 1 charge of Necropotence. Everytime a hero dies, gain 3 charges of Necropotence. Charges stack up to 3/6/9/12 times and last 10 seconds. For each charge, your base damage is boosted by 10 and you gain 1 hp per second.

    Cowabunga


  17. #37
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    Cowabunga: Active - When activated, hero starts surfing an invisible wave, gaining physical immunity and the ability to push any hero that comes before the mighty wave. While surfing, the hero must move continually or the spell will end.

    Cowabunga, bit*hes

    Horrible Plan
    Pagliacci
    The Laughing Horror


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  18. #38
    Horrible Plan: Target Position - After 10 seconds, a wave of hellfire erupts in a 450 AOE around target position, dealing large magic damage over 4 seconds.

    Quote Originally Posted by GeneralGrind View Post
    Bat out of Hell: Passive - Every time an enemy casts a spell, there is 30 / 40 / 50 / 60 % chance an illusion of yourself will spawn next to them in a fiery explosion, dealing 50 / 60 / 70 / 80 magic damage. Illusion lasts for 5 seconds and deals 20 % of attack damage and is takes 100 % damage. You can teleport to said illusion at any time.
    Needs to be a night-time only ability so it can be 'gone when the morning comes' ;D

    On the there of song-titled abilities:
    Don't Stop me Now

  19. #39
    Don't Stop me Now

    When activated gain 5 charges. Each charges gives stacking extra 5/6/7/8% MS, and one charge decays every 200units travels. When comes in contact with enemy, knocks the enemy back 250 units and gains 1 charge. max 5 charges.

    call me Mister Fahrenheit

    Thousand Enemies
    Last edited by Jeroz; 11-12-2011 at 11:51 PM.

  20. #40
    Thousand Enemies AOE ground vector spell causing a shady patch, invisible to enemies until trodden on, whenever an enemy walks over it they get slowed down and damaged over time 10/15/20/30 DPS 5/19/13/18% MS) by fallen enemies (visual perhaps zombie swordsman grappling at enemies and thrashing swords around) lasts 10/10/15/15 seconds.
    EDIT: nerfed the invis and MS%
    False Hope
    Last edited by DarkTolrance; 11-13-2011 at 07:22 AM.

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