WCIII Hero Path spells for talents

So I figured why not dive into Warcraft III and list and match up spells that we don’t really have in the game today accessible by the classes.

Obviously these spells would need to be altered to fit in the modern day wow. But here is what and where I think the spells would fit best for a laid out view of WC3 and Hero Path potential fit.

Warcraft III Website

Death Knight

  • San’layn
    • Vampiric Aura
      Nearby friendly melee units gain hit points when they hit a unit.
  • Rider of the Apocalypse
    • Unholy Aura
      Increases the movement speed and life regeneration rate of nearby friendly units.
    • Disease Cloud Aura
      Gives Abominations a Disease Cloud aura that deals 1 damage per second for 120 seconds. Meat Wagons will cause Disease Clouds wherever they attack that deal 1 damage per second for 120 seconds to nearby enemy units. Undead are immune to Disease Cloud.
    • Essence of Blight
      Restores 10 hit points to nearby friendly units.
  • Deathbringer
    • Sacrifice (Sacrifice your Ghoul to see stealth and invisible)
      Target an Acolyte to sacrifice it and turn it into a Shades are invisible spirits that can see invisible units. Shades cannot attack.
    • Morph into Destroyer (New flying summon that is immune to mana based attacks)
      Allows the Obsidian Statute to transform into a large flying unit with powerful anti-caster abilities. Initially can cast Devour Magic, which dispels all buffs in an area and restores health and mana to the Destroyer. Can also cast Orb of Annihilation, which adds area effect bonus damage to the Destroyer’s attack.

Demon Hunter

  • Aldrachi Reaver
    • Evasion (Passive)
      Gives the Demon Hunter a chance to avoid attacks.

Hunter

  • Sentinel
    • Scout
      Temporarily summons an [Owl Scout] which can be used to scout the map. Can see invisible units.
    • Mana Flare
      Causes the Faerie Dragon to channel negative magical energies that damage nearby enemies when they cast spells. Also increases the Faerie Dragon’s armor by 12.
  • Pack Leader
    • Ensnare
      Causes a target enemy unit to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units.
    • Animal War Training (Beast buff Name)
      Increases the maximum hit points of Knights, Dragonhawk Riders, and Gryphon Riders by 150.
  • Dark Ranger
    • Web
      Binds a target enemy air unit in webbing, forcing it to the ground. Webbed units can be hit as though they were land units.

Mage

  • Sunfury
    • Phoenix
      Summons a powerful [Phoenix] The Phoenix burns with such intensity that it damages itself and nearby enemy units. Has Spell Immunity, and Resistant Skin. When a Phoenix dies, it creates an egg that will hatch into a Phoenix.
  • Spellslinger
    • Brilliance Aura
      Gives additional mana regeneration to nearby friendly units.
    • Mass Teleport
      Teleports 24 of the player’s nearby units, including the Archmage, to a friendly ground unit or structure.

Priest

  • Voidweaver
    • Shade
      Become a temporary shade, escaping into the shadows for 5 sec or until action is taken. Able to detect stealth and invisibility.
  • Oracle
    • Inner Fire (Bring back as a modern version buff to extend to allies)
      Increases a target friendly unit’s damage by 10% and armor by 5.
    • Possession (Upgrade to Dominate Mind, permanent pet till death or unsummon)
      Stuns a target unit and the Banshee for 4 seconds, during which the Banshee takes extra damage from attacks. She then displaces the soul of the enemy, giving you permanent control of it, but destroying the caster’s body. Possession cannot be used on flying units, Heroes, or creeps above level 5.
  • Archon
    • Spirit Touch
      Restores 3 mana to nearby friendly units.

Shaman

  • Stormbringer
    • Storm Hammers
      Causes Gryphon Riders’ hammers to strike through their target at the next opponent, dealing damage to both. Storm Hammers do not work on air units.
  • Farseer
    • Far Sight (Upgraded Far Sight, detect stealth and invisible units)
      Reveals the area of the map that is cast upon. Also reveals invisible units.
  • Totemic
    • Big Bad Voodoo (Invincibility Totem for group for 10 seconds, totem can be killed)
      Turns all friendly units invulnerable in an area around the Shadow Hunter. The Shadow Hunter does not turn invulnerable. Lasts 30 seconds.
    • Sentry Ward (Totem to see stealth and Invisibility)
      Summons an invisible and immovable ward that provides vision in an area. Can see invisible units. Lasts 600 seconds.

Warlock

  • Soul Harvester
    • Cripple (Upgrade from Curse of Exhaustion)
      Reduces movement speed by 75%, attack rate by 50%, and damage by 50% of target enemy unit.
  • Hellcaller
    • Control Magic
      Give Spell Breakers the ability to take control of enemy summoned units. The spell’s cost is relative to the current hit points of the target.

Warrior

  • Slayer
    • Endurance Aura
      Increases the movement speed and attack rate of nearby friendly units.

Unknown spell/ability pairing to Hero Path

  • Impale
    Slams the ground with the Crypt Lord’s massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake.
  • Spiked Carapace
    The Crypt Lord forms barbed layers of chitinous armor that increases its defense and returns damage to enemy melee attackers.
  • Carrion Beetles
    The Crypt Lord progenerates 1 from a target corpse to attack the Crypt Lord’s enemies. Beetles are permanent but only 5 can be controlled at a time.
  • Wind Walk (Warrior? or Monk?)
    Allows the Blademaster to become invisible, and move faster for a set amount of time. When the Blademaster attacks a unit to break invisibility, he will deal bonus damage.