Combo Oriented AP Assassin
I enjoy champion skills more than everyone's auto attacks, so I like the AP champs much more because of the fact that you have these "unique" moves instead of just going in an letting the cpu pop-pop-pop your foes to victory.
The champion idea I have is that every skill causes and incourages a combo. You have Q=Fire W=Lightning E=Ice R=Black as your skills. Fire does magical damage and after a few seconds will activate a status effect that does damage over time, Ice does magical damage that will activate a slow, Lightning damages and will activate a stun, Black damages and a radial blind.
The damage from getting hit off the individual skill is next to nothing: THIS CHAMP NEEDS TO LAND CONSECUTIVE HITS TO GET DAMAGE! Casting a spell gives your champion a Combo Copunter, and changes all skills to the same type (cast Q=Fire and W, E and R are now Fire). The first cast is always a skillshot, the second cast in a combo is a lobbed projectile that hits a small area, the third cast is targeted and the fourth hits an area. If your Combo Counter runs out, any stacks on targets is activated and if the Combo Counter gets 4 stacks it is automatically activated, causing all stacks to activate as well. Fire deals damage over time, 1 stack is 2% total health (+50% AP) damage over 6 seconds, 2 stacks is 4% total health (+60% AP) over 3 seconds, 3 stacks is 8%total health (+75% AP) over 1 second, and 4 stacks is 20% total health (+100% AP) over 1 second. While on fire, healing effects are halved. Ice slows, 1 stack slowing for .5 seconds, 2 stacks for 1 second, 3 stacks for 2 seconds, and 4 stacks slows for 4 seconds. Lightning stuns, 1 for .25 seconds, 2 for .5 seconds, 3 for 1 second and 4 stacks stun for 3 seconds. After being stunned, the same target cannot be stunned again by anything for a short time. Black causes Blind, immediately, similar to Teemo's Blinding Dart skill. Additional stacks also cause loss of vision for a radius, similar to Graves's smokescreen, but the target is always the center of thr radius. 3 stacks double the radius, and 4 stacks causes the radius smokescreen effect to jump to allied champions who enter the radius until the original effect wears out after 4 seconds from the last hit. Here is are some examples of how progression would work: Its the begining of the laning phase and you hit level 3 so you have your Q, W and E skills unlocked an available. You decide to go after the opposing mid-lane champion, Karthus, and you want to deal as much damage as possible to either kill or force a retreat, so you cast your Q (fire) first. Casting a spell activates your passive, putting a combo-counter effect on your champion, and changing all skills to Fire until the counter runs out. Your Q skill-shot ends up hitting a minion and not Karthus who you were aiming at, putting a Fire DoT counter on the minion. You next use your W, lobbing a fireball over the minion wall and hitting a small area around impact. Your combo counter is increased to level 2, and the counter restarts. Your W hit Karthus this time, as well as the minion you hit with your Q. Karthus gets a Fire DoT counter and the minion gets a 2nd level Fire counter. Having hit Karthus, you now use your E which is a target skill to hit Karthus a second time, increasing his Fire DoT to level 2 and your combo to level 3. After a short wait, Q is available again so you target a larger area at about the edge of the screen and hit Karthus a third time as he tries to get out of your range, placing a level 3 counter on him. As you have used 4 skills without your combo counter going away, all Fire DoT that exist are now activated and Karthus and the minion are burning. Karthus would have escaped you to heal, but the 3 stacks of Fire DoT kills him; the minion barely survives, having only 2 stacks of Fire.
End game and its a teamfight in the middle lane. You cast your R to start, hitting Garen. You get a combo counter, and Garen is blinded causing his auto-attacks to miss. You then use Q, lobbing a smoking purple-black sphere, hitting Garen, Karthus and Ashe. Garen gets a level 2 counter, removing his vision similar to Graves's Smokescreen, but it follows Garen, aslo causing nearby teammates to not be able to see if they're too close to Garen. Karthus and Ashe are blinded and their auto-attacks miss. You next use W hitting Garen and causing the radius of his Smokescreen to increase to almost double. Finally, you cast E, hitting a small area around Garen. Garen, having 4 counters of Black activates his status effect which causes his Smokescreen to also be applied to other allied champions in its radius, blinding the entire opposing team and their auto attacks miss, as well as not having vision for a substantial radius for a 4 second duration. This champion could be used as a mid-lane or support. Having a tough time early and mid game, he does best against low health total champions, or just using combos harass the enemy champs. He is best suited for end-game teamfights, as subsequent skills hit more than one target, spreading damage/slows/stuns/blinds potentially to the entire enemy team. Skills damage scales from AP at about 75%, but the damage itself is minimal, making this champion better to focus on items that increase defenses of HP/MP totals for longer sustain. I feel that creating a caster AP assassin type champion with such a focus on getting more hits on a single target would lessen the "skill-spam" of most other AP-based champs and get players to focus on the tactical use of skills.

