Voicelines
When first entering an ally with
In The Shadows
Shadow Demon : Never,
ever, betray me again, bastard. Know your place. Know the true master here!
Doom Shadow Fiend : Serve me now, demon, and I will consider forgiving your past actions.
Bane : The ichor of nightmares flow deep in your darkness.
Bounty Hunter Clinkz Riki Slark : The lighter the shadow, the harder it is to find.
Centaur Warrunner Tidehunter Underlord : Big shadow, lots of leg room, I like it.
Dark Willow Lone Druid : Fear is a beautiful tool, isn't it?
Death Prophet : Why should one wish for death, when they could conquer eternally?
Medusa Vengeful Spirit : The shadow of another victim. I can taste the vengeance.
Necrophos : Oh how they dreaded you, Pope. I like your style.
Pudge : Pudgy shadow, not a lot of leg room, I hate it.
Treant Protector : Ah, a nice shade to cool down under.
Warlock : This stench... It reminds me times past, demonologist.
Night Shade is a bit confusing. I think there might be a typo in the notes? Did you mean to say that, enemies from 451-600 range will have the amplification applied"? Also that amplification seems pretty high. Chen gets those number on a single target and that's one of the better skills in the game. Shadow Demon gets higher damage amplification but on a random single enemy in an area. The AOE that Night Shade has is HUGE so it isn't unlikely that 3-5 heroes suddenly take 36% addition damage, which is a little ridiculous.
I really really like the other two skills. I don't really think they need any adjusting.
I generally tend not to think about cast animations because I can't think of values when they're so short, so I'd suppose Horrify would have a cast animation and backswing similar to Dragon Tail, one of the few melee range abilities. And like you said, it's mainly inhibited in terms of range because of its massive duration. The only other disable with the same duration as a non-ult is Ensnare, with the tradeoff of having higher range but only stopping movement. But if it's too strong, I'll nerf the mana cost.
Ah yes I messed up on Night Shade's notes, thanks for catching that. It's meant to be 301-600 range for the amplification. After considering your suggestion, I'll nerf the numbers down. In my mind, it was allowed to be that high because they can only be affected by either debuff at a time, and the amplification specifically is a bit harder to land as a spell. But it's probably still a little high given its duration. I'll mess with the numbers to bring it in line.