Dota 2/Etherain the Lich

Lich is a ranged intelligence support hero that is known to dominate the early game with his excellent lane control. He can use his Sacrifice to deny the enemy experience and pull the creep wave. His Frost Blast is a great harassing tool while his Ice Armor can make it harder for enemies to harss him or his allies effectively. Once the laning phase has passed, Lich is still a strong support with his Frost Blast and Ice Armor. His ultimate, Chain Frost, can potentially do a lot of damage if it catches two heroes alone, as well as being a very good slow.

Frost Blast
Frost Blast chills the targeted unit, damaging and slowing the movement and attack speed of it and enemies near it. A simple but effective slow, it is a great harassing tool as well as a disable to slow the enemy's escape. With a short cooldown, it can be casted repeatedly as long as you have the mana to do it.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Damage: 50 / 100 / 150 / 200
 * Area Damage: 75 / 100 / 125 / 150
 * Radius: 200
 * Movement Slow: 30%
 * Attack Slow: 20%
 * Mana Cost: 125 / 150 / 170 / 190
 * Cooldown: 9.25 / 9.25 / 9.25 / 8

Ice Armor
Ice Armor lets Lich grant himself or an ally bonus armor for 40 seconds. Melee units that attack the buffed hero will be slowed as if they were hit by a Frost Blast. A very spammable ability, you can have your whole team buffed up with Ice Armor at once, and easily recast it when it wears out. When laning, it is useful for keeping enemy melee heroes from harassing you. When teamfights become more frequent, you can use it to have the whole team buffed up as you enter the fight.
 * Ability: Auto-Cast, Target Unit
 * Affects: Allied Heroes
 * Armor Bonus: 3 / 5 / 7 / 9
 * Slow Duration: 2 seconds
 * Movement Slow: 30%
 * '''Attack Slow: 20%
 * Mana Cost: 50
 * Cooldown: 5

Sacrifice
Sacrifice lets you kill an allied creep and convert part of its health into mana. Most importantly, the sacrificed creep will not give the enemy team ANY experience at all, letting you deny your lane opponents vital levels early on. It is also an easy way to keep your mana high when fighting near lanes. A creep at full health will always grant you more mana than Sacrifice costs.
 * Ability: Target Unit
 * Affects: Allies
 * Health Conversion: 15% / 30% / 45% / 60%
 * Mana Cost: 25
 * Cooldown: 35 / 30 / 25 / 20

Chain Frost
Chain Frost creates a ball of ice that can bounce up to 7 times between enemy units, damaging and slowing units hit by it as well as mini-stunning the fist unit. The best scenario for this ability would be catching 2 heroes with one Chain Frost which will deal the highest possible damage to both heroes. Even though this won't be the case most of the time, it still does a lot of damage, and the slow will mean they won't run far before your teammates catch up and finish them. It synergises really well if there's any heroes on your team that can force a group of enemies close together. Dark Seer and Enigma are two great examples and can set up a very lethal combo with their pulling abilities.
 * Ability: Target Unit
 * Affects: Enemy Heroes
 * Damage Type: Magical
 * Jumps: 7
 * Slow Duration: 4 seconds
 * Movement Slow: 30%
 * Attack Slow: 20%
 * Jump Range: 575
 * Damage: 280 / 370 / 460
 * Mana Cost: 200 / 325 / 500
 * Cooldown: 145 / 115 / 60
 * Scepter Damage: 370 / 460 / 550
 * Scepter Cast Range: 850