For the anctipated Mage Rework: Some Ideas
I'd like to introduce some items and concepts to the game for the hoped for, mage rework. Consider my ideas as opinions, and please treat them with some consideration; Thank you!
Blood Mage's Ironweave Robe +120 Ability Power UNIQUE PASSIVE: Increase your armor by additional 25% of your ability power. -This cannot be owned If you have Rabadon's Deathcap.
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**Comments: **This item would server as a AP casters answer to AD heavy comps. at 400 AP this would give you +100 armor, the tradeoff is you cannot own this item if you have Rabadon's Deathcap or vice versa.
Pillar of the Roaming Shadow +70 Ability Power UNIQUE ACTIVE: Teleport towards the cursor 425 units, leaving behind a shadow with health equal to 25% of your current health. Your champion is stealthed for 1 second after using this (180 second cooldown).
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Comments: With this item, Flash would be removed as a Summoner spell. The only classes that actually need
are mages and supports. Everyone else possesses some method of mobility in their kit generally, the only reason it is auto-picked is because it is used to diminish the advantage of mages and supports; making this an AP specific effect will give immobile classes a better chance of survival. The stats are not that strong intentionally, because the tradeoff is this item would not be very slot efficient for a bit more mobility.
Grimore of Eldritch Knowledge +100 Ability Power +20% Cooldown Reduction UNIQUE ACTIVE: Toggle between: Encroaching Evil, Eldritch Madness, and Forbidden Arcana. Not usable in combat (120 second cooldown). UNIQUE PASSIVE(S): Encroaching Evil: Damaging abilities spawn untargetable formless horrors. These minions will follow your enemy wherever they go. Upon reaching their target they will deal 100/150/200 magic damage and reduce their sight range for 3 seconds. While being chased a players recall spell is disabled. These minions cannot be killed and will only disappear when their target dies or they reach their target. Eldritch Madness: Upon scoring a kill or assist, your champion starts laughing uncontrollably and gains 10% bonus magic damage for 10 seconds, stacking up to 5 times. Forbidden Arcana: Your next damaging spell will deal true damage, but 50% of the damage dealt is also dealt to you (60 second cooldown).
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Comments: This item is a lot of flavor but also fun for your amusement. This would be a very colorful item but a solid statline, making it effective in a lategame build. Let us break it down into it's 3 main passive effects. Encroaching Evil could be a great way to kill off stragglers or a stealthed champion who teleported away. I find this would be great fun In watch a player panic as the formless horror chases them around the map. This would also be a great way to stop players from escaping from a teamfight. Eldritch Madness would truly shine in teamfights as it would making the caster hit harder and harder the more assists and kills they get; maybe leading to a pentakill? The laugh would have a deeper almost monstrous laugh heard alongside the champions laugh, adding a spookiness to the effect. As for Forbidden Arcana, this would be a good option for dealing with tanky enemies or an option for supports to bring a bit more hurt on their enemy at the cost of health.
Scepter of the Vengeful +60 Ability Power +2 gold per 10 seconds +100% base mana regeneration UNIQUE PASSIVE: Tribute (see Frostfang) UNIQUE PASSIVE AURA: Building Vengeance - 50% of the damage taken is stored away (max 300/500/700), and 25% of the damage taken by minions and other champions is stored away. UNIQUE ACTIVE: Sweet Vengeance - Unleash your suffering upon your foes, launching a magical bolt dealing 100/200/300 (+stored damage) magic damage to your target (120 second cooldown).
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Comments: This would be a 2nd option for supports to build offensive that would allow them to do a bit more burst every so often, so they can feel more impact-ful in a teamfights without having to sacrifice a gold income item. The thing about income items, is they can be built if the situation calls for it, and shouldn't just be support items, therefore in a poke heavy, lane this could be a good option potentially.
Forge of the Dread God +100 Ability Power +200 Health UNIQUE ACTIVE: Summon the Forge of the Dread God for 20 seconds, Recasting this ability will end the effect. When 2-3 players channel at the forge the Life Anchor effect is placed on each player that channeled (180 second cooldown). UNIQUE PASSIVE: Life Anchor - Damage taken that would otherwise kill your champion will instead heal them for 3 seconds, the damage that would have been taken is split evenly among any other players affected by Life Anchor. Damage taken from Life Anchor will not trigger LIfe Anchor.
Built From:

Comments: This could be built by a mage or support effectively. The active creates a "cheat death" type effect that would allow your team to protect certain allies from execution effects that are a forgone conclusion with some champions. The downside is the damage that is taken could kill you.
or
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