Channeling

Channeling an ability causes the caster to stop acting for the duration of the spell and become immobile. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spell. While spells are being channeled, a draining bar will appear on the screen, indicating how much time is left in the channel.

Interrupting Channeled Abilities
If the channeling unit is issued another command, such as to move, stop, or attack, the unit will disrupt their channeling. Using the active abilities of most items will also interrupt channeling, with the exception of Shadow Amulet and Shadow Blade.

Any disable that would normally prevent a unit from casting will also interrupt channeling. This includes Stuns, Mini-Stuns, Silences, Pauses, Cyclones, Hexes, and Sleeps (note that any spell that interrupts casting includes at least a mini-stun). Though they do not prevent casting, Entangle and Ensnare effects will interrupt channeling. In addition, Sand King's Sandstorm will be interrupted if invisibility is broken. Almost any spells that move units, such as Dark Seer's Vacuum or Kunkka's X Marks the Spot, will interrupt channeling as well, even if used on friendly units. The notable exceptions to his rule are Force Staff, which will not interrupt channeling unless it is used by the channeling unit itself, and Wisp's Relocate.

Channeled abilities, including Black Hole and Teleportation, universally will expend mana and go on cooldown as soon as they are cast. This means if the channel is interrupted before the spell's effects occur, the mana and cooldown will be wasted, and the spell will have no effect. This is in contrast to other, unchanneled spells with high cast times, such as Assassinate and Requiem of Souls, which will not expend mana or go on cooldown until the spell has been completed. Certain channeled spells, such as Illuminate and Powershot will still perform their effect even if they are cancelled, usually at the cost of damage.