Four Mage Keystones Concepts
Frozen Cure: Moving and casting abilities grants charges. At 100 charges, your next ability hit against enemies heals you for 3(+40%bAD)(+40%AP) health and slows struck enemies down by 30% - 60% (based on level) for 1 second. One-third healing if only minions were struck.
(Shares the same charge mechanic as Luden's Echo, the mage version of Fleet of Footwork basically.)
Shocking Spells: Your abilities apply a Lightning Bolt on struck enemies for 5 seconds. After 3 Lightning Bolts on a target, they become detonated to deal 20 - 60 (+15%bAD)(+10%AP) magic damage and causes the target to take 8% - 12% increased damage from all sources for the next 5 seconds.
Fire Rock: Your next damaging ability will deal its damage again against struck enemies as a burn over 6 seconds.
Cooldown: 60 - 20 seconds.
Breezing Book: Start the game with Boots of Speed or half the time required to receive Magical Boots.
Gain access to Breezing Book, but you are unable to purchase other boot upgrades.
Breezing Book: Recipe: Boots of Speed / Magical Boots + 800g = 1100g
Statistics: +Adaptive 30 attack damage / 50 ability power +UNIQUE Passive - Enhanced Movement: Gain 45 movement speed +UNIQUE Active - Wind Spirit: Summon a Wind Spirit that either moves away from you or towards you, dealing 20 - 140 (+40%bAD)(+30%AP) magic damage and pushing struck enemies 400 units (90 seconds cooldown).
Self Cast: The Wind Spirit moves away from you, moving in the direction that you were currently facing (900 range). Ground Cast: The Wind Spirit moves towards you (900 range).