Oh no, it’s Dai-Rukh! I’m back yet again with another idea. This one is for a Builder which I have a feeling most will be prejudiced against. But, with luck, you’ll accept his story and give me the feedback which I need.
The WizardTinkering around in his study one day, the venerable Archmage came across a strange looking map. Beckoning his devoted apprentice to come to him, the pair studied the map for long days, hoping that it would lead the way to something valuable. Then, after making all of the last minute preparations, the Wizard and his pupil portaled to the island indicated on the map… and found nothing. Only a bunch of weird animals. Translating their various noises into language, the Wizard found that they were fighting a group of mighty creatures called Titans. Worst of all, the Titans were preventing the Wizard from Portalling back home, or using any magic at all. So, resigned to his new role, the Wizard and his student began to help in the fight versus the Titans.The Wizard is a purely supporting Builder who, like the Satyr, eventually gains supreme Titan-smashing abilities, though he does need back up.
Main Builder
or
Medivh, whichever people like more.
Icon:

or

The Wizard has normal stats save the following.
Mana: 300 (recharge 3/second)
6 Inventory Slots
Harvests lumber normally at first (learns nature-style through technology) 15/hit (second)
Has no normal attack.
Building type: Undead style
Like the Tauren, the Wizard is a leveled Hero, though he gains no abilities through leveling up. He gains experience both when he golds and whenever he casts ANY of his spells (the amount of experience gained from doing this varies according to the spell’s cooldown). When he levels up, he gains minimal Agility, a small amount of Strength, and (funnily enough) a large Intelligence bonus.
Abilities: Blink
The Wizard steps through a rift in space, appearing in another location in the blink of an eye. This works exactly as a normal Blink, but with a few obvious exceptions: being the Wizard’s only escape ability at the start o the game, it has to be a bit better than average. This Blink has a range of 800, a cooldown of 60 seconds, and costs only 50 mana.
Mirror Link
The Wizard closes his mind and establishes a magical link with his Magic Mirror, allowing him to see out of the Mirror with heightened insight and intentness. This is a channeled spell which may only be used if you have made a Magic Mirror. While the spell is being channeled, the Magic Mirror gains +1000 vision and True Sight. Costs 10 mana/second to maintain and has an 80 second cooldown.
Telekinesis
Reaching a previously unknown level of power, the Wizard learns to move objects with his mind only. The Telekinesis ability is a powerful one. Its corresponding technology gives several useful upgrades, but the ability itself has the potential to give a Titan conniptions. When selected, Telekinesis may be used on one of three targets: items, units, or buildings. Each target gives a different effect. If used on an item, then that item is immediately put into the Wizard’s inventory. If he has no space or could not normally pick the item up, it appears next to him. If used on a building, then said building loses 50% of its life per second until destroyed, effectively preventing feed. If used on a unit, then that unit is immediately blinked to beside the Wizard (CAN be used on Builders). Telekinesis costs 75 mana to use on any target, has a 1 second casting delay, has a range of 600, and has a 25 second cooldown.
Fire Tome
The Wizard recites spells from his Tome of Fire, wielding its destructive force to burn his enemies to the soul. This spellbook contains the Wizard’s Fire Element spells.
Fire Arrow
The Wizard forms and launches a projectile of flame, which is particularly effective at destroying buildings which would fall into the Titan’s hands. This spell, along with Ice Bolt, is the Wizard’s answer to having no proper attack. Fire Arrow deals a full 100 spell damage to a target unit or building, ally or enemy. May not be cast on Builders. It has a range of 500, costs 25 mana, and has a 5 second cooldown.
Smokescreen
Coal-black flames pour from the Wizard’s staff, cloaking an area completely. This is a channeling spell which works something like a Fog Generator. All units within the selected area become invisible, both allies and enemies, as long as they remain within the Smokescreen. If the Wizard is within the smokescreen, then he becomes invisible as well, even while channeling the spell. Costs 100 mana, area of 600, range of 800, cooldown of 120 seconds.
Ignite
The ground beneath the Wizard’s feet is set alight, leaving him and his allies unharmed while burning ferociously at his enemies. When this spell is cast, all ground within 150 of the Wizard is set on fire. It remains on fire for 5 seconds after the Wizard leaves, after which it vanishes. Any enemy inside of this fire takes 50 damage/second. Has a 1 second casting delay, costs 120 mana, lasts for 10 seconds, has a 90 second cooldown.
Inferno
The Wizard emits a deadly blast of fire at close quarters, incinerating all enemies nearby. This is a short range channeling spell which, while channeled, sends out constant waves of fire from the Wizard. All enemies within the area take 200 damage/second. Costs 150 mana, casting range of 200, AoE of 150, cooldown of 75 seconds.
Firewall
The Wizard forms a roaring barrier of flames, which effectively deters his enemies until further action may be taken against them. The Wizard’s only way to wall is with these! Creates a Firewall which may be walked through but deals 500 damage/second to ALL units within it. Lasts for 10 seconds. Buildings may not be built over a Firewall and Firewalls may not be cast over units. Costs 250 mana, has a 3 second casting delay, a casting range of 600, and has a 30 second cooldown.
Fire Mastery
The Wizard reaches the level of power over fire element which he had before reaching the island. His magical power is amplified by many times its normal level. This is a Passive ability which improves the Wizard’s fire spells. All Fire spells receive -20% cooldown and cost 20% less mana. Fire Arrows gain +25 damage, Smokescreen gains +200 AoE, fire left by Ignite lasts +3 seconds, Inferno deals +25 damage/second, and Fiewalls lasts for +5 seconds. Only one Mastery ability can be obtained: see the respective technologies.
Ice Tome
The Wizard recites spells from his Tome of Ice, utilizing its chilling capabilities to freeze his enemies to the bone. This spellbook contains the Wizard’s Ice Element spells.
Ice Arrow
The Wizard condenses the surrounding air into a shard of ice, which he then projects at a nearby target. This works exactly as Fire Arrow, though it only does 75 damage to units and buildings. Any unit hit by Ice Arrow is slowed in movement and attack speed by 10% for 3 seconds. May not be cast on Builders. It has a range of 500, costs 25 mana, and has a 5 second cooldown.
Chill
The Wizard severely lowers the body temperature of his target, slowing their metabolism and weakening their strikes. Chill reduces enemy movement speed by 20% and reduces enemy attack speed by 30%. Also reduces enemy attack damage by 25%. Lasts for 5 seconds. Costs 50 mana. Casting range of 400, casting delay of 1 second, cooldown of 90 seconds.
Brain Freeze
Icy cold all but shuts down the target’s thought process, allowing them to perform only the most menial of tasks while the situation is maintain by the Wizard. This is a channeled “leash” spell. While channeled, the target enemy is silenced. Costs 20 mana/second. Has a casting range of 600 and a leash range of 900. May be ended at any time by the Wizard moving. Has a 120 second cooldown.
Freeze Dry
The enemy is frozen solid in a block of ice, preventing them from moving at all. This is a short ranged channeling spell which prevents an enemy from moving. While the spell lasts, the targeted enemy is invulnerable, but Freeze Dry may not be punished off, nor may the victim be teleported. Costs 50 mana/second to maintain. Range of 150. 150 second cooldown. Can be held for a maximum of 5 seconds.
Great Hail
The Wizard musters the water in the clouds to form a destructive hail storm, which sends stones the size of boulders raining down on his enemies, while leaving his allies untouched. Another channeling spell, when Great Hail is cast, it is like a Blizzard which affects all enemies within 1200 of the Wizard. Each wave of hail deals 30 damage, and up to 20 waves may be called. Costs 250 mana, has a 180 second cooldown, and has a 5 second casting delay.
Ice Mastery
The Wizard reaches the same level of power over ice element which he had before reaching the island. His magical power is amplified by many times its normal level. This is a Passive ability which improves the Wizard’s ice spells. All Ice spells receive -20% cooldown and cost 20% less mana. Ice Arrows gain +15 damage and +1 second for the duration of their cold ability, Chill reduces all of the stats by an additional -10%, Brain Freeze costs -5 mana/second to maintain and its leash range is increased by +100, Freeze Dry costs -15 mana/second to maintain, and Great Hail’s range is increased by +300. Only one Mastery ability can be obtained: see the respective technologies.
Arcane Tome
The Wizard recites spells from his Arcane Tome, using its mystical capabilities to manipulate the fabric of reality to his own will. This spellbook contains the Wizard’s Arcane spells, as well as his starting spells: Blink and Mirror Link.
Teleport
The Wizard, focusing deeply, opens up a large rift in space, stepping through it to move long distances. Unfortunately, this spell still isn’t strong enough for the Wizard to escape the island. Works exactly as a normal Teleport, except that it has a 240 second cooldown, costs 150 mana, and has a 3 second casting delay.
Meditation
Relaxing completely, the Wizard takes time to restore his lost energy. When used, Meditation heals 20 mana/second until full mana is reaches. Has a 45 second cooldown, costs 25 mana, and has a 5 second casting delay. The Wizard, once he has begun the spell (casting delay not included), may not move until all mana has been recharged.
Counterspell
A common wizarding practice is the art of the counterspell. By perfecting this art, the Wizard can block unfriendly spells directed towards him. This is a passive ability which works just like the Amulet of Spell Shield: it blocks an enemy spell directed at the Wizard. 15 second cooldown.
Cease
By researching enemy magic, the Wizard is able to invoke a proper counter-enchantment when an ally of his is being hampered by unfriendly spells. This spell works exactly like Abolish Magic and, like Abolish Magic, may be autocasted. Costs 50 mana, has a 2 second casting delay, and has a 10 second recharge.
Mass Teleport
The Wizard, working all of his considerable skill, opens an enormous rift, large enough for many to fit through. This works exactly like the normal mass Teleport with a few exceptions. This rendition has a large casting delay, allowing people who don’t want to be teleported to get away. Teleports all friendly units within 200. Costs 300 mana, has a 5 second casting delay, and has a 300 second recharge.
Arcane Mastery
The Wizard reaches the same level of power over his Arcane capabilities which he had before reaching the island. His magical power is amplified by many times its normal level. This is a Passive ability which improves the Wizard’s Arcane magic. All Arcane spells receive -20% cooldown and cost 20% less mana. Both Blink and Teleport’s cooldown is further reduced to 50%, Meditation recharges +15 mana/second and costs no mana to use, Cease’s casting delay is removed, and Mass Teleport’s range is increased by +100 and its casting delay is reduced to 3 seconds. Only one Mastery ability can be obtained: see the respective technologies.
Builds: Wizard Tower
Back in the civilized world, the Wizard spent most of his time cloistered inside of his Wizard Tower. Inside of such a tower are shelves of ancient tomes, enormous crystal cabinets of potions, wands of every shape and size, and a plasma screen TV. Therefore, it is at the Wizard Tower that the Wizard will relearn his old powers, recently stolen from him by the evil Titans. The Wizard Tower is a normal Research Center, costing 300 Lumber, and researches preliminary magic upgrades, as well as training the Wizard’s Titan Hunter.
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Researches: Health Upgrades as normal.
Resource Transfusion
Relearning some very simple magical practices, the Wizard learns how to instantly stockpile his collected resources instead of having to perform manual labor to do so. Lets the Wizard and his Apprentice harvest nature-style. Costs 500 Lumber and takes 30 seconds.
Fire Impulses
The Wizard tunes in to his Fire energy and begins to work with it, regaining rudimentary capabilities. Gives the Wizard the Fire Arrow ability. Costs 500 Lumber and takes 30 seconds.
Fire Practices
The Wizard, having relearned some basic Fire spells, returns to his studies to learn more. The Wizard learns Smokescreen. Requires Fire Impulses. Costs 1000 Lumber and takes 45 seconds.
Ice Impulses
The Wizard tunes in to his Ice energy and begins to work with it, regaining rudimentary capabilities. Lets the Wizard use Ice Arrow. Costs 500 Lumber and takes 30 seconds.
Ice Practices
The Wizard, having relearned some basic Ice spells, returns to his studies to learn more. Allows the Wizard to use Chill. Requires Ice Impulses. Costs 1000 Lumber and takes 45 seconds.
Arcane Impulses
The Wizard tunes in to his Arcane power and begins to work with it, regaining rudimentary capabilities. Lets the Wizard use Portal. Costs 600 Lumber and takes 30 seconds.
Arcane Practices
The Wizard, having relearned some basic Arcane spells, returns to his studies to learn more. Allows use of the spell Meditation. Requires Arcane Impulses. Costs 1200 Lumber and takes 45 seconds.
Mana Vial- Same as normal Mana Vial upgrades.
Train Titan Hunter
The Wizard’s apprentice, a fiery young lad, is called upon to aid his master in the fight versus the Titan. He will have to be re-taught his old powers though, which are a fraction of his masters. The Apprentice is the Wizard’s Titan Hunter. Like the Wizard he cannot attack and doesn’t gain any abilities through level up. Instead, he has a Fire, Ice, and Arcane tomes as well and can use several of the Wizard’s spells. Costs 400 Lumber to train and takes the normal amount of time.
Titan Hunter 
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Health: 500
Mana: 300 (+2/second)
Speed: normal for Builders
Base size: 1x1
Lumbering rate: nature-style 15 lumber/second
Armour: 0 (Hero)
Gains experience just like the Wizard (by casting spells) and/or by picking up bones. Gains a bit of strength/agility per level up and a good amount of intelligence.
Names:
Wart
Young Padawan
Weatherby
The Intern
Whippersnapper Abilities: Blink
The Apprentice steps through a rift in space, appearing in another location in the blink of an eye. This works exactly as a normal Blink, but with a few obvious exceptions. This Blink has a range of 800, a cooldown of 60 seconds, and costs 100 mana.
The Apprentice also can learn the first 3 spells of each lore by way of tutoring upgrades.
Basic Tutoring
The Wizard gives his Apprentice the first lessons in wizardry, allowing him to use simple spells. Lets the Apprentice use Fire Arrow, Ice Arrow, and Portal if their respective technologies have been researched. Costs 5 Gold and 1000 Lumber and takes 75 seconds.
Magic Mirror (Looks like a Magic Sentry buff)
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The Wizard can create such a mirror to keep watch over faraway places. Unfortunately, he only brought one with him when he teleported to the island, so he needs gold to make more. The Wizard can build a Magic Mirror whenever he pleases. Magic Mirrors take 5 seconds to make and cost 5 gold. They are the size of a ward and have 50 life, though they give no experience or gold to a Titan which kills them.
Scroll Rack (Looks like a Bookcase)
The Wizard, by assembling the meager sources of literature he has on the island, can build himself a decent Scroll Rack. On such a Scroll Rack are highly useful tomes and books which the Wizard can read to replenish his magical knowledge. Icon:
The Scroll rack is kind of halfway between a Research Center and an ARC. It contains technologies to give spells of a medium level of power. Requires a Research Center to build. Costs 10 Gold, 1500 Lumber and 5 seconds.
Researches: Fire Adaptations
The Wizard continues to further his knowledge in the realm of Fire, changing certain spells to acclimate to the magical influx level of the Titan-controlled island. The Wizard gains the Ignite spell. Requires Fire Practices. Costs 5 Gold, 250 Lumber, and takes 60 seconds.
Fire Developments
The Wizard accents his Fire powers to new levels by delving into the most ancient of his works of literature on the Scroll Rack. The Wizard learns the spell Inferno. Requires Fire Adaptations. Costs 5 Gold, 750 Lumber, and takes 75 seconds.
Ice Adaptations
The Wizard continues to further his knowledge in the realm of Ice, changing certain spells to acclimate to the magical influx level of the Titan-controlled island. The Wizard becomes able to use the spell Brain Freeze. Requires Ice Practices. Costs 5 Gold, 250 Lumber, and takes 60 seconds.
Ice Developments
The Wizard accents his Ice powers to new levels by delving into the most ancient of his works of literature on the Scroll Rack. Allows the Wizard to use the spell Freeze Dry. Requires Ice Adaptations. Costs 5 Gold, 750 Lumber, and takes 75 seconds.
Arcane Adaptions
The Wizard continues to further his knowledge in the realm of Arcane magic, changing certain spells to acclimate to the magical influx level of the Titan-controlled island. Permits the use of the Counterspell ability. Requires Arcane Practices. Costs 5 Gold, 300 Lumber, and takes 60 seconds.
Arcane Developments
The Wizard accents his Arcane power to new levels by delving into the most ancient of his works of literature on the Scroll Rack. Lets the Wizard use the spell Cease. Requires Ice Adaptations. Costs 5 Gold, 900 Lumber, and takes 75 seconds.
Further Tutoring
The Wizard trains his Apprentice in the ways of more advanced magic, allowing the student to use his powers in ways other than for brute force or destruction. The Apprentice gains the spells Smokescreen, Chill, and Meditation if their proper technologies have already been researched. Requires Basic Tutoring. Costs 10 Gold, 1500 Lumber, and takes 75 seconds.
Apothecary
Back in the old days, the Wizard, apart from being a trusted advisor of the Alliance court and teaching many pupils, owned a large potion shop. On the island, he can choose to reopen his store for business after he has rediscovered the various recipes to his most potent brews. Icon:

The Apothecary is a shop, built by the Wizard, which sells potions to nearby allies. It has the same stats as a Merchant with these exceptions: it costs only 15 Gold but 1000 Lumber. Requires a Research Center to build.
Researches: Novice Brewing
The Wizard rediscovers his passion for the concoction of potions, allowing him to sell the results to his animal allies. Permits the selling of Health Restoration and Energy Restoration Potions. Costs 1500 Lumber and takes 60 seconds.
Intermediate Brewing
By experimenting with the various tropical herbs of the island, the Wizard is able to prepare special potions with effects never dreamt of back home. Allows the Apothecary to sell Hyperactivity Potions and Antidotes. Requires Novice Brewing. Costs 5 Gold, 1500 lumber, and 75 seconds.
Expert Brewing
The Wizard obtains an excellent level of brewery skill, mixing drafts to cure grievous wounds and give painless death to the drinker. The Apothecary gains the ability to sell Euthanasia Vaccine and Replenishment Flasks. Requires Intermediate Brewing. Costs 15 Gold, 1500 Lumber, and takes 90 seconds.
Sells: Turtle Scales- These are always in stock and have the same stats as ordinary Turtle Scales EXCEPT that they recharge twice as fast.
Health Restoration Potion
The Health Restoration Potion is a simple draft which allows the drinker to quickly recuperate from injuries. Heals Up to 500 life over 10 seconds. Any injuries instantly cancel the spell. Up to 3 of these potions can be stocked at the Apothecary. Takes 30 seconds to restock. Costs 500 Lumber.
Energy Restoration Potion
Like its partner, the Energy Restoration Potion is a basic beverage, used to give a being more energy when they are low. Restores up to 500 mana over 10 seconds. Any spell casting interrupts to heal. Up to 3 of these potions can be stocked at any one time. Takes 30 seconds to restock and costs 150 Lumber.
Antidote
Made using various local sources of ingredients in lieu of those he is familiar with, the Wizard fabricates this Potion to cancel the effects of harmful magic and toxins. Removes ALL negative buffs from the user. Up to two of these can be stocked at a time. Takes 45 seconds to restock and costs 500 Lumber and 1 Gold.
Hyperactivity Potion
Using several different oils and essences from island flowers, the Wizard ferments a beverage which sends its drinker into a wild frenzy. The user’s Movement Speed is increased by 30% for 10 seconds. Up to two of these can be stocked at a time. Takes 45 seconds to restock and costs 500 Lumber and 1 Gold.
Replenishment Flask- The Replenishment Flasks sold at the Apothecary behave exactly as normal ones. They cost 1 Gold and 1000 Lumber and only one at a time can be stocked. 60 second restock.
Euthanasia Vaccine
Using the nastiest of poisons and deadliest of toxins, the Wizard brews a Potion which kills its drinker painlessly in just a few seconds. When someone uses the Euthanasia Vaccine, they take 100 damage/second until slain (maximum length is 20 seconds of this effect). Builders can use this to deny the Titan feed, though the Titan does gain a Minion which appears next to him as normal. No experience is given to nearby heroes if a unit suicides with this. Costs 15 Gold and 1500 Lumber. Only 1 can be stocked at a time. Has a restock time of 5 minutes
Arcane Hall
Within these ancient halls of learning the wise may go to further their knowledge. Assembling it from the island’s meager resources, the Wizard can meditate in the Arcane Hall to gain great wisdom and power. Icon:

The Arcane Hall is the Wizard’s ARC. It has normal stats save that it costs 25 Gold and 2500 Lumber. Requires a Scroll Rack.
Researches: Fire Advancements
The Wizard accelerates his growth within Fire element, molding its power to his will and creating solid objects. The Wizard learns the Firewall spell. Requires Fire Developments. Costs 10 Gold, 500 Lumber, and takes 90 seconds.
Fire Mastery
The Wizard reaches the epitome of Fire power, matching his previous strength before he arrived at the island. The Wizard gains Fire Mastery. Requires Fire Advancements. Once one Mastery technology is researched, the other two disappear: bear this in mind when you research this technology. Costs 15 Gold, 500 Lumber, and takes 120 seconds.
Ice Advancements
The Wizard accelerates his growth within Ice element, shaping its stored fury to form great storms of blistering hail. The Wizard learns the Great Hail spell. Requires Ice Developments. Costs 10 Gold, 500 Lumber, and takes 90 seconds.
Ice Mastery
The Wizard reaches the epitome of Ice power, matching his previous strength before he arrived at the island. The Wizard gains Ice Mastery. Requires Ice Advancements. Once one Mastery technology is researched, the other two disappear: bear this in mind when you research this technology. Costs 15 Gold, 500 Lumber, and takes 120 seconds.
Arcane Advancements
The Wizard accelerates his growth within Arcane element, learning to further manipulate the fabric of reality to suit his purposes. The Wizard learns the Mass Teleport spell. Requires Arcane Developments. Costs 10 Gold, 750 Lumber, and takes 90 seconds.
Arcane Mastery
The Wizard reaches the epitome of Arcane power, matching his previous strength before he arrived at the island. The Wizard gains Arcane Mastery. Requires Arcane Advancements. Once one Mastery technology is researched, the other two disappear: bear this in mind when you research this technology. Costs 15 Gold, 750 Lumber, and takes 120 seconds.
Final Tutoring
The Wizard completes his training of his Apprentice, allowing the Apprentice to come into his full wizarding skill and obtain his full potential as a mage. The Apprentice gains the Ignite, Brain Freeze, and Counterspell abilities if their respective technologies have already been researched. Requires Further Tutoring. Costs 15 Gold, 2000 Lumber, and takes 75 seconds.
Wizard Initiation
Finally having completed his Wizard training, the Apprentice is finally accepted by his master as a full-fledged Wizard. He now can begin to perform his own Wizarding experiments and learn all about magic on his own. The Apprentice gains +200 Mana and +1 recharge rate. Also, all of his spells cost -20% mana and have a -20% cooldown. Costs 25 Gold, 500 Lumber, and takes 30 seconds.
Mirror Mastery
An experiment performed by the Wizard is to learn how to reform the shattered fragments of his mirror without having to make an entirely new one. This allows him to put his mirror into more dangerous situations, not being as worried about replacing it. This removes the Magic Mirror’ Gold cost permanently, though still only one is allowed. Costs 5 Gold, 250 Lumber, and takes 60 seconds.
Telekinesis
By mastering mind over matter, the Wizard can physically move things with his brain, allowing him to perform more risky actions without putting himself in danger. Gives the Wizard Telekinesis, an ability that is stored inside the Wizard’s Arcane Tome, but it also improves many of his other powers. All targeted spells the Wizard has gain +100 range. The Wizard is allowed to build buildings at a range of up to 400. The Wizard may harvest trees (gaining his normal 15 Lumber/second) from a range of up to 200. Costs 25 Gold, 1000 Lumber, and takes 90 seconds.
Ultimate Towers:
Magic Tower (Can’t think of any others. Ideas?)
Well, as always, I thank you for reading my koo sugg. I’ll be posting slower now that schools up, but I still have ideas if people want to hear them.
Thanks,
Dai-Rukh