Ryze rework
If you've read the PBE for 4.19 you will have noticed they're nerfing Ryze with no extra pieces added (so far anway). If this change goes through it would ruin Ryze both in viablility and in a thematic sense. Rather than nerfing him, I propose a rework design that will preserve his lore aspects while also addressing his issues like being a hyper tanky late game damage dealer. Without further ado lets get started:
Passive: ** Creature of Magic** - As a creature of magic, Ryze does not use mana, he generates Mana Charge from spells and mana items instead. As Ryze builds up Mana Charge, he stores it in 3 greater charges equal to 100 Mana Charge each. This contained power comes at cost, reducing Ryze's maximum health by 10% per charge but allowing Ryze to unleash powerful spells consuming Mana Charge from each greater charge.
Increase Ryze's Mana Charge generation by 10(+1 per level) + 12.75 (0.5% of his bonus mana).
Ryze bonus mana equal to 2550.
Comments: This is would add a custom resource for ryze while making his mana issues disappear (lets be honest once you get the right items, mana issues disappear anyway). As I said, the Greater Charges come at a cost, this would be to counteract the health scaling Ryze gets from building certain mana items; an example would be 3000 health with all 3 Greater Charges would actually be 2100 health instead; drastically making him less of a tank and more a mage as he should be. The Mana Charge generation would work like Mana regeneration in that 0.5% of mana would be regenerated every 5 seconds in tooltip but every second in game. Ryze would get a new graphical resource bar separated into two parts, the top part of the bar would be segmented into 3 parts which would track his greater charges (this can also be seen by the enemy); the bottom part would track his normal Mana Charge Levels. The last part of this Description would basically be a counter that tracks Ryze's bonus mana from items. The Build I based the bonus mana off of is:

[Q] Arcane Bolts - Ryze Channels for up to 3 seconds before unleashing a barrage of arcane bolts in a line that explode upon hitting the first enemy target dealing 30 / 50 / 70 / 90 / 110 (+10% of bonus mana) magic damage. The number of bolts fired is equal to the number of seconds this ability is channeled.
Cost: generates 20 Mana Charge per cast Cooldown: 5 seconds
Comments: This would act as a harassment tool initially but later transition to a core damage ability when low on mana charges. The damage is low for a reason that will make sense when I show you his ult.
[W] Rune Prison - Ryze traps an enemy in a cage of magic, dealing 60 / 95 / 130 / 165 / 200 (+ 60% AP) (+ 4.5% of bonus mana) magic damage and rooting it for a short time.
Cost: generates 50 Mana Charge per cast **Cooldown: **10 seconds
Comments: Not much needs to be changed here other than the fact it only scales with bonus mana. This ability has a high AP ratio to give options if a person decides to build lots of AP early on.
[E] Spell Flux - Ryze unleashes an orb of magical power which bounces to enemy units or himself within 200 range, up to 5 times (for a total of 6 hits). Against enemies, each bounce deals 50 / 70 / 90 / 110 / 130 (+ 2% of bonus mana) magic damage and reduces magic resistance 12 / 15 / 18 / 21 / 24 for 5 seconds. This reduction does not stack with multiple hits. The orb has no effect on Ryze if it bounces back to himself. Additionally each time an enemy is hit it leaves behind a charge of "Untapped Mana" stacking up to 3 times; If Ryze basic attacks the target he gain +10 Mana Charge times the number of Stacks consumed.
Cost: generates 10 Mana Charge per cast Cooldown: 10 seconds
Comments: Like Rune Prison, this spell didn't need much change, however I did add to it giving it the potential to give 40 Mana Charge instead of just 10. of course I altered it's scaling to work with bonus mana.
[R] Desperate Power - Ryze Unleashes his stored magical energies empowering his abilities and granting him 80 bonus movement speed. Additionally Ryze gains 6 / 8 / 10% Cooldown Reduction. This ability last until canceled by recasting this ability.
No Cost Cooldown: 60 / 50 / 40 seconds
Empowered Skills: [Q] Overload - Ryze throws a charge of pure energy at an enemy unit, dealing 100 / 120 / 140 (+10% of bonus mana) in an area and healing him for 20% of the damage dealt.
Cost: 1 Greater Charge Cooldown: 4 seconds
[W] Rune Trap - Ryze Places a Rune trap, damaging them for 80 / 100 / 120 (+100% of Ability Power) knocking up all targets inside for 0.5 seconds and additionally slowing them by 30% for 2 seconds afterward.
Cost: 1 Greater Charge Cooldown: 4 seconds
[E] Arcanite Maelstrom - Ryze Channels Incredible Power over 5 seconds dealing 400 / 800 / 1200 (+20% of bonus mana) magic damage to a single target, this ability will chain to nearby enemy champions, splitting the damage equally among the affected targets.
Cost: 20 Mana Charge per second Cooldown: 15 seconds Jump Range: 200 units
Comments: His Ultimate really opens him up, his Q is meant to act as a self heal not so much damage oreinted, his W gives him value in teamfights, it doesn't do heavy damage without scaling first to compensate for his other skills and second, the utility it brings is its importance. His Arcanite Maelstrom is damage incarnate and in order to counteract the very high output it has, the enemies have to stick together and fight as a team, otherwise one of them may get horribly murdered. This skill does make him scary once he hits level 6 but its counter is twofold, first it is a channel and second it loses power the more targets it hits.
This has been my rework Ideas of Ryze instead of nerfing him. Ryze is a mana champion meaning his damage should come from mana not so much ability power. However, flexibility is good to have in small doses to allow for different styles of play. I feel this rework will make Ryze better while not making him oppressive to fight early on.
Thoughts and Comments are welcome, just keep it PG-13.
Annie.