Tier 1:
Mana Reserve-
Passive: Gain a mana reserve that will fill your mana bar after you deplete your mana bar.
Collecting regeneration globe fill the reserve with 30 mana.
Reserve can hold 80 mana
Quest: Collect 20 regeneration globes.
Reward: Increase Reserve by 80, and while at full mana add 10 mana to reserve a second.
(once quest is complete the reserve will hold 160 mana).
Staff of Magus-
Activate to increase mana regen by 100% for 8 seconds. Then halve base regen for 8 seconds.
This becomes you 1 ability. 30 second cooldown.
Concentrate-
Activate to channel for 3 seconds. While channeling you do not regen mana (and can not move). After channeling instantly gain 170 mana. This becomes your 1 ability. 12 second cooldown.
Longer study-
Increase the casting range of all basic abilities by 10%. Scorpions gain a casting range of 2.5.
Passive: Regeneration Globes restore 300% more mana.
Tier 2:
Damage Specialization-
Increase basic ability damage by 10%.
Scorpion Specialization-
If only one scorpion is summoned gain control over it, and it gains 15% more damage.
Cloud Specialization-
If only one poison cloud is summoned, you can direct it, and increase its radius by 10%.
Fire Specialization-
Gain one addition wave of fire, to Rain of Fire, that only does base damage (80 damage). The Conjurer does not need to channel for the additional wave.
Tier 3:
Crush Weaklings-
Quest: Deal damage to minions and mercenaries.
Reward: Increase damage to non-Heroic targets by 30%.
Prove your power-
Quest: Takedown each enemy hero. The Conjurer's first Takedown against each enemy Hero increases his basic ability damage to heroes by 2%.
Reward: Increase the conjurer's basic ability damage to Heroes by 5%. (making it a total of 15%)
Mage Armor-
Activate to gain 15 armor for 6 seconds. 30 second cooldown.
Passive: While at 0 mana or 100% mana gain 15 armor
Enchanted Staff-
Increase attack range of the Conjurer by 2 and his attack speed by 14%.
Tier 4:
Summon Water Elemental See above
Summon Daemon See above
Tier 5:
Controlled Anger-
When the Conjurer is below 85% heath, passively gain 1% spell power for each additional 5% of HP missing.
Increase Reserve-
Regeneration Globles now add 50 mana to reserve, and increase maximum reserve amount by 15 (to a max of 400).
Passive: Fill the reserve with 2 mana a second.
Ice Block-
Activate to place yourself in Stasis and gain Invulnerability for 7 seconds. 40 Second cooldown. 30 Mana.
Note: The Conjurer does not regenerate mana in stasis. Can be canceled.
A clear mind
Reduce Concentrate's channeling by 1, and its cooldown by 3 second. Increase the mana gain to 200.
Tier 6:
Spell Drain-
Enemies that the Conjurer attacks have there spell power reduced by 20% for 1.7 seconds.
When the Conjurer attacks gain 10 mana.
Enhanced Scorpions-
Enemies the scorpions attack have there physical armor lowered by 20 for 3 seconds. The reduction of armor does not stack. But each time they are damaged by a scorpion it refreshes the duration.
Deep Sinking Poison-
Enemies in the Poison Cloud have the spell armor reduced by 20 for 3 seconds. The reduction of armor does not stack. But each time they are damaged by Poison Cloud it refreshes the duration.
Fire Drain-
Enemies hit by Rain of Fire are slowed by 20% for 4 seconds. The slow does not stack. But each time they are damaged by Rain of Fire it refreshes the duration.
Tier 7:
Smart Elemental-
The Water Elemental lasts for 5 seconds longer, has 10% increased attack power, 100 more HP, his attacks now slow enemies buy 10% for 1 second, and attacks enemies that are with in 5 range of the Conjurer. As well as attacking with the Conjurer. The Elemental will attack on its own every 2 seconds if a target is in range. The elemental does not prioritize heroes. It will attack the closest enemy.
Bigger Daemon-
The Daemon can now be controlled. The Daemon has 150 more HP, lasts for 5 more seconds, and deals 5% more damage. When the Daemon is killed the Conjurer's mana regeneration is doubled for 8 seconds.
Elemental Channel-
Elemental Blast now only halves Mana Regeneration, instead of stops it (Globes, fountains, and Malfurion's trait work normaly).
What do you call a high level Mage? What ever he wants-
Increase the casting range of all abilities by 35% (giving the Scorpions a cast range of 3 or increasing it to 4.5 if Longer Study was chosen). And Increase the duration of all spells by 50% (adding 2 more waves to Rain of Fire). Rain of Fire no longer needs to be Channeled. Increase the attack range of the Conjurer by 1, and his attack speed by 50%.
Teleport
Activate to teleport a good distance (similar to the old Bolt of the Storm). 100 mana 12 second cooldown.
R.I.P. Ability Icons.
Thanks for the comment.
I think this hero captures what it was like to play the Conjurer/Warlock from Warcraft 1, as well as brings a new element to the game.
No cooldowns, using all of his mana for one spell, and having the spells being more powerful with more mana.
I think this is a cool idea.