It's late. Real late. Almost a month late.
But here's my suggestions:
, after fully stacking health from it's passive effect:
"Unlocks Jaurim's Plate for purchase. Additionally, this passive is disabled and the HP increase is permanent, even after upgrading or selling Jaurim's Fist."
Jaurim's Plate:
fully stacked +
Costs: 2900 gold in total. (1200+800+900)
Health 500
Attack Damage 20
Cooldown Reduction 10%
Unique Passive: Every enemy killed grants increased permanent HP.
Lane minions grant 5 HP.
Small monsters grant 3 HP, Large monsters grant 6 HP, Epic monsters grant 10 HP.
Champion kills and assists grant 10 HP.
This passive can stack up to 50 times, and does not matter what unit was killed. Upon reaching 25 and 50 stacks, HP will be increased by 10% and 20% respectively.
This would be the item for the person trying to stack tons of health, who's been focusing on it since the early parts of a match. It would also add a change to Jaurim's Fist passive to make it more useful to stack it up first, rather than instantly upgrading it to something else as soon as you have the pocket change to do so. You could even max it out then sell it and keep this HP bonus, just like Cull's passive gold earned.
My second 'item' isn't really an item, but more of an idea for a set of items.
I was inspired by the idea of the Jungle items, that change the Smite summoner spell.
Not sure how it would be implemented, but I'd love to see it happen.
Enchantments for items that change summoner spells, other than the already changed smite.
Examples:
Clear Mind Gem: Changes Cleanse to Clear Mind- Removes all forms of hard crowd control, and reduces incoming disables. Additionally, every disable weakened or removed by the use of Cleanse regenerates your champion's resource pool by 5%.
Swift Cleanse Gem: Changes Cleanse to Swift Cleanse- Removes all forms of hard CC, and reduces incoming disables. Additionally, for every disable weakened or removed by the use of Cleanse reset's the cooldown for it by 10 seconds.
Mirror Cleanse Gem: Changes Cleanse to Mirror Cleanse- Grants a spellshield for 4 seconds. If the spellshield is burst by an ability with any CC effect, it is returned to it's caster. No longer reduces disables, or removes current hard CC.
Frostburn Ignite Page: Changes Ignite to Frostburn- Deals true damage to target champion over time, and slows them over the duration. No longer causes Grievous Wounds.
Arcanaflame Ignite Page: Changes Ignite to Arcanaflame- Drains target champion's mana over time, with an increased duration to normal Ignite. No longer does damage to the target, and does not cause Grievous wounds. After the effect ends, the affected champion gets a temporary boost to their mana regeneration. Targets without mana are dealt regular Ignite instead.
Ignis Ignite Page: Changes Ignite to Ignis Trap- Places a mark in the targeted space. Enemy champions who move over this mark will be affected by Ignite's effects. After it is first triggered, or if another is placed, it will begin to burn for 3 seconds affecting any enemy champions that move over it, and then is removed.
Dome Barrier Sigil: Changes Barrier to Dome Barrier- Instead of shielding the user, Dome barrier places a dome that can grant allies up to 900 shielding. Once 900 shielding has been given out to any number of allies or 5 seconds have gone by, the dome will collapse. This affects all allied units excluding structures and summons. Only one Dome Barrier (per team) can exist in the same space.
Magical Barrier Sigil: Changes Barrier to Magical Barrier- Gives the user 300 shield, and the shield will act as if they have increased magic resistance.
Physical Barrier Sigil: Changes Barrier to Physical Barrier- Gives the user 300 shield, and the shield will act as if they have increased physical resistance.
Mending Mark: Changes Heal to Mend- Heals user and target ally champion, and restores half that number as mana. If a target champion does not have mana, the heal is increased.
Regeneration Mark: Changes Heal to Regenerate- Grants user and target ally champion doubled health regeneration for a duration. If a champion's health regeneration exceeds 300 per 5 seconds, the effect is reduced to 1.5x. Does not apply the "Heal" debuff, and does not stack with additional uses of Regenerate simultaneously.
Mark of the Vampire: Changes Heal to Siphon- Grants user 20% vampirism and 20% spellvamp over a duration. While on cooldown, the user has 10% reduced vampirism and spellvamp. Does not apply the "Heal" debuff, and has a 40% reduced cooldown compared to regular Heal. This effect can exceed the vampirism and spellvamp cap for it's duration.
Writ of Possession Changes Ghost to Possess- Becomes a targeted spell. Can be used on allied champions, larger monsters, and allied minions. Possessing a unit hides your champion in them for up to 10 seconds, until the unit takes damage from an enemy champion, the spell is reactivated, or are revealed by stealth revealing effects. Has an increased cooldown.
Phantom's Writ: Changes Ghost to Phantom- Normal effects of Ghost. When used in stealth (brush included) and also unseen by the enemy team, the user will retain the stealth until taking damage, doing any action other than movement, being revealed otherwise, or the effect ends.
Writ of Haunting: Changes Ghost to Haunt- Normal effects of Ghost, but moving through units causes them to be terrified. Champions are terrified for a reduced duration.