Summoner Spell Diversity
This is a concept post, so keep a level head and if you do not like something then calmly write out your thoughts and precisely say what you do not like and possibly give some constructive feedback and your own ideas to fix the problem. Do not be mean or an ass here, and remember I am not a mind reader and do not know who you are, so you have to properly communicate and we will reach a middle ground where I change my base ideas to something that fits into your ideas.
This will be a two part post: one part being a new system, kind of like trinkets, where it will remove Flash as a Summoner Spell and implemented into this new system along side other options, I will call the system "Power Enchantment" for now; of course only one Power Enchantment at a time, they are free and available at the start of the game, and can be sold for a different Power Enchantments, the price for selling is a hefty cooldown (greater cooldown takes priority). So without Flash as a Summoner Spell, there can be more spell diversity (I am fine with role specific spells since all the roles take different spells to each other), but with the second spell slot free'd up you can see a lot more different types of spell combinations and the game will not get stagnated when it comes to Summoner Spell choices. I will of course introduce a bunch of ideas for new Summoner Spells as well, which can also increase spell diversity in both slots.
Power Enchantments:
This is a free system, it is an item on its own initially, but can be combined into any fully completed item that does not already have either an active or a cooldown. Cost for sell the item for a different Power Enchantment places the items on a 120 seconds cooldown, greater cooldowns take priority for no cheeky using a big cooldown enchantment and swapping it out and back in for a lower cooldown (this cannot happen). Of course only one Power Enchantment at a time, just to fully clarify if it was not obvious enough.
Flash: (Colour will be yellow) Active: Instantly teleport to the target location (300 seconds cooldown). [Range: 400 units]
This is the same effect as it is now, also Distortion boots enchantment still affects it.
Cloak: (Colour will be green) Active: Stealth after a 2 to 10 seconds delay (delay increases if you take damage) for the next 10 seconds and pass through terrain while stealth. Enemy champions can see you if you are within 600 units of them (240 seconds cooldown).
Metallic: (Colour will be blue) Active: Deal 80% less damage to and gain 80% damage reduction from champions, including true damage, for the next 2.5 seconds (210 seconds cooldown).
Charge: (Colour will be red) Active: Gain 80% bonus movement speed when moving towards enemy champions and be immune to all displacement effects for the next 4 seconds (210 seconds cooldown).
Displacement effects will be knock-ups, knock-backs, dashes, jumps, instant teleports, etc.
Summoner Spells:
Flash: Removed and moved to be a Power Enchantment. Other: All other Summoner Spells are still in play, just to clarify.
Polymorph: Cooldown: 210 seconds; Range: 650 units Transform a target enemy champion into a random animal for 2.5 seconds causing them to be unable to attack or use abilities.
Supportive Barrier: Cooldown: 120 seconds; Range: 800 units Shield an ally champion for 100 - 400 [based on champion level] shield points for 2 seconds and gain +1 gold for every point of shield damaged. Cannot be self-cast.
Prevention: Cooldown: 240 seconds; Range: 400 units Create a barrier around yourself for 2.5 seconds that prevents all enemies from entering the zone, or exiting the zone if they were already within range prior to the barrier being used.
Shadow: Cooldown: 240 seconds; Range: Global (must of vision of the target location; cannot use in fog of war) After a 1.5 seconds delay, create a shadow of yourself at the target location for 8 seconds, must be at least 3000 units from your location, that copies all your basic attacks, local abilities, and movement. Control over yourself or your shadow is based on who your mouse cursor is currently closer to. The shadow cannot damage structures and its basic attacks and abilities deal half-damage to minions.
Surge: Cooldown: 180 seconds Gain 20 - 100 attack damage and 40 - 200 ability power for the next 6 seconds. [values based on champion level]
Clarity: Cooldown: 150 seconds (this is a rework of the spell) Restore 80% of your of your maximum mana and increase your cooldown reduction cap to 50% for the next 8 seconds, gain +10% cooldown reduction during this time.
Chomp: Cooldown: 20 seconds; Range: 250 units Chomp down on the target monster or minion to deal 100 - 300 [based on champion level] true damage and heal for the same amount, heal for 25% of the damage dealt if the target was a minion.
Deal 400 - 1000 [based on champion level] true damage to an epic monster, you cannot heal from epic monsters.
This is an alternative to Smite, cannot get upgrades unlike Smite, but offers an easier time to farm the jungle with having an objective secure still for Dragon and Baron; but it is very short range unlike Smite so something to watch out for!
Siege: Cooldown: 60 seconds Your next 3 basic attacks against structures double in range and deal 10% increased damage, this buff lasts for up to 6 seconds.
This is for marksmen to help them focus on objectives and take down towers from afar.