Summoner Spell Option Increase

Stacona··2 votes·411 views

Always my main point for doing stuff like this is to add customization, diversity, and options!


Fire Mage: Cooldown: 120 seconds; Range: 700 units; Radius: 600 units Summon fire magic to the target location to deal 1-18 (based on champion level) true damage per second for the next 5 seconds to enemies within the area. Quadruple damage against non-champions.


Lightning Magic: Cooldown: 240 seconds; Range: 550 units Summon powerful lightning magic to the target enemy champion to stun it in place for 1.75 seconds.


Water Magic: Cooldown: 180 seconds; Range: 400 units; Radius: 400 units Summon a rejuvenating geyser of water magic at the target location for the next 3 seconds to heal allies under it for 24(+2 per level) health per second.


Wind Magic: Cooldown: 180 seconds; Range: 600 units Summon wind magic to the target ally champion or yourself to speed them up by 40% for 3 seconds.


Cloak and Shield: Cooldown: 240 seconds Freely pass through impassable terrain, ignore unit collision, and reduce damage taken by 80% for the next 2.5 seconds. You cannot use basic attacks, cast spells, or deal damage to enemies at all while this effect holds.


Feint: Cooldown: 180 seconds Cause yourself to feint for up to 1.25 seconds to block the next incoming source of damage and send what the damage would have done back to the attacker as triple the damage.


Hologram: Cooldown: 270 seconds; Range: Global After channeling for 1.5 seconds, create a hologram of yourself on the map of where you have vision of the area for the next 5 seconds which disables all functions to your actual self during this time, but gain the ability to move with the hologram, use your basic attacks, and cast your spells. The hologram cannot be killed, but is still affected by crowd control effects. As a hologram you cannot damage enemy structures.

Recast Hologram to end the hologram early.

This is intended as a top lane spell, and alternative for Teleport, create more options to have a global presence spell while still remaining in your lane after the effect ends, unlike Teleport which brings you to the actual location. By the way, if you get caught out and die as your actual self then the hologram dies too obviously, so make sure you hide away if you use this spell!


Darkness: Cooldown: 150 seconds; Range: Global Disable the vision of all enemy wards and half the vision radius for enemy champions for the next 3.5 seconds. An enemy Brightness takes priority over your Darkness.


Brightness: Cooldown: 120 seconds; Range: Global Double the vision radius of ally wards and increase your own and ally champions' vision radius by 50% for the next 3.5 seconds. Brightness will override an enemy Darkness if the durations overlap to each other.


Double Team: Cooldown: 180 seconds; Radius: 800 units Vanish for 1.5 seconds and then reappear at a random location nearby alongside multiple identical fake versions of yourself that move around on their own randomly. The random location will never place you inside Dragon or Baron Nashor's pit, pass any terrain, or within range of an enemy tower.

The fake versions copy your current health, but still only have 1 health and do not grant the enemy any gold when killed.


Shred: Cooldown: 210 seconds; Range: 600 units Shred 20 armor and magic resist from your target enemy champion for 4 seconds.

If the target has over 200 armor then shred 25% armor instead of 20 armor. If the target has over 150 magic resist then shred 25% magic resist instead of 20 magic resist. If the target has over 3000 health then deal 20% of the target's maximum health as true damage over 4 seconds (this true damage cannot execute).


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