All Hail King Flash!
"Oh my goodness, he is talking about Flash, he cannot talk about my god, time to downvote." Silliness aside, Flash has been very dominant since ever, if you do not believe me then queue up for a game and see for yourselves. This concept would be nice if it opens up more spell diversity, but in all honesty it would only open up better and more customization options, which will be nicer than seeing Flash every game plus one other spell to see if people want to go for initiation for initiators, or defense for damage roles.
Without further to do, let's get started!
Quick: This is Ghost renamed to Quick.
Ghost: Instantly cleanse slows and become transparent for 2 seconds. While transparent become untargetable, ignore all unit collision, spells, and terrain, except for Azir's Emperor's Divide. Cannot attack or use spells while transparent. 240 seconds cooldown.
Transparent is your character becoming transparent, it is not a stealth. This is meant to be a defensive spell that probably two players on each team would take which is the Marksman and Mage, aka the main damage dealers to keep themselves alive.
Flash: Quickly dash in the target direction towards an enemy champion within vision range. 650 units range. 240 seconds cooldown.
This spell can only be used offensively because it can only be used within vision radius of an enemy champion and only towards them. This is to keep a spell champions can use to initiate and start fights. The spell has a dash, but it cannot be interrupted, the dash animation is to open up better counter play so the enemy can react with split second reactions.
Thanks for coming by, and thanks for the downvote because I talked about Flash! ^.^ Pleasure to see you downvoters love to see dynamic games /sarcasm! P.S. This is all written before even posting this. ~ Stacona
EDIT: Ghost: Cooldown increased to 240 from 210 seconds