A wizardly wizard?
For a long time, I have felt League of Legends lacks in more wizardly wizards. I mean, there is Ryze, Sorceress Lux and maybe Viegar. But I mean somebody who feels like they read books, sit and study for hours, create beautiful runes and drink weird potions. Too much of the magic is either elemental flinging artillery or some convoluted deal with balls(Ori/Ahri/Syndra).
So I came up with a caster idea. And since I find female champs more relatable, and League has 1/3rd as many females as males, I made her female.
Suggested name? Merlin.
So! Here we go...
Merlin. Age: 17-25 Height: 5'4 Weight: 130lbs Measurements: 34-24-34 C Hair: Brown on base skin, white on "Archmage" Skin. Eyes: Brown on base skin, blue on "Archmage" Skin.
Normal outfit: Some stylish gray and black wizardly robes, with a more traditional look. Archmage outfit: Pompous shoulders, a midriff showing robe, long cloak and books for spaulders.
Normal weapon: A wooden staff with a glowing crystal at the tip(Color varies, see abilities). Archmage weapon: A silvery staff with a beautiful array of gems and swirling metal at the end(Gems vary, see abilities).
Offhand: She always holds a book in offhand, usually tucked under her arm, she opens it for certain animations.
Voice: Medium-high tone, a hint of regality but rather nerdy as well.
Story. Merlin lived a life full of upsets, she watched as her mother - a beautiful sorceress - was condemned by a superstitious town that believed that her mother cursed them. After the traumatic and grim events, her father began to crush all of her passions toward magic, at first trying to persuade her into giving it up. When the young girl proved obstinate he stormed into her room one day and broke her practice wand, tore her books apart and told her to forget her mother, she was gone forever.
The young girl could not stand the rejection of her own father, as such she fled the house and the town. She found the place her mother was buried, and in a bag of her mother's things, she dug out a pointy hat. It was too large for her, but she swore she would fill it.
With passion burning inside and tears streaming outside, she fled into the ancient forests of Runeterra. The girl was alone for hours, days... Eventually hunger, thirst and fear were catching up with her. She thought she would perish there, alone. When she saw a wispy glow nearby. Believing maybe somebody from the village was searching for her, she followed it. But it vanished before she could get a clear view, only for another to appear further in the woods.
The girl followed one after another, after another. Until they stopped, at the sight of some old stone pillars covered in growth. She grew sad, for the moment she had while they were gone. Then the floor beneath her collapsed, and she fell into darkness.
In the darkness, she heard soft whispers, and small hazy lights appeared around her. They were forest wisps, something of legends. After a few moments they swirled in on her, and began to flow into her mouth and her eyes and her body. The girl began to glow brightly, as she felt a familiar comfort in them, a motherly warmth.
...
The months of autumn drew close, and the people of the village were out looking for wood and goods for the winter. When a new sight was spotted, something that was not there merely a month earlier. A tall tower stood at the center of the ancient forest, with a glowing magical door and large crystals on pillars around it. The people were amazed, and called out "You there, in the tower! The village needs help, we are short on goods and winter is coming early."
Inside, a sorrowful girl sat reading. Surrounded by thousands of books, that she would not allow to be burned or torn. Ancient relics the wisps lead her to. Hateful towards everyone, she ignored their cries for a while. Before finally she emerged on a balcony. And she wanted to spit distasteful words "An innocent woman was murdered by you people, on an accusation of a curse. As she received death, consider this the curse you never received." But she withheld them.
She then retreated back to her books, where she began to bury herself. Her heart ached with pain at just turning down a whole town based on a few angry peasants. It was then that a soft voice whispered to her, and again she buried the anger, the aggression and the passions that were burning inside her, as she would try to do for the rest of her life. She focused herself and came back to the balcony, and called for them "Wait!" And soon after, several wagons parked outside of her tower were filled with resources from her ever growing tower.
But Merlin... sat at the top of her tower alone, in the first snowfall. Cold and crying, she wanted them all dead, she wanted to be their friend again, she wanted her mother back...
Archmage Merlin Now well respected, Merlin has built a school dedicated to magic, and teaches from the many books she has found. But with so much strain on her mortal mind she is close to losing herself to magic, knowledge and her anger.
Auto Attacks. Merlin points her staff at the target with one hand and an energy charge bursts from the gem. The color varies. The Auto Attacks have a 575 range as they are a key component to using her kit to full effect. Crits have a little shattering warp around the gem when it shoots the bolt. The energy bolts make a whizzing sound on launch and a deep thud on impact. However the impact sound varies slightly based on her passive.
Abilities.
Passive: Schools of magic Merlin may buy a free tome at the beginning of the game and "consume" it to learn one of three schools of magic. If she wishes to change at a later time it will cost her 900 gold to buy a new tome. These schools of magic effect her spells in various ways.
Q: Staff Blast Activated ability, On next hit, CD 7, Mana 25/35/45/55/65 Merlin whispers magical words causing her next basic attack deals a bonus 50/60/70/80/90+60%AP magic damage.
Depending on what school of magic Merlin chooses this ability gains an extra effect. Arcane, reduces mana cost to 35 and cooldown to 4. Void, slows enemies by 30% for 2 seconds. Spirit, Merlin is healed for the damage dealt.
W: Weave Activated ability, Skillshot 1500 range, CD 20/19/18/17/16, Mana 70/85/100/115/130 Merlin slings off a string of magical energy from her staff, which deals 50/90/130/170/210+75%AP as magic damage to the impacted target. The target is rooted 1.5 seconds. While the enemy is rooted the ability may be activated again to shoot from the enemy's location at 2/3rds range, power and root duration. And up to one more time for a total of three shots. Merlin has vision of each target during this window.
Depending on what school of magic Merlin chooses this ability gains an extra effect. Arcane, adds a fourth shot just as strong as the third. Void, root duration does not reduce with jumps. Spirit, second and third shot will not hit enemy minions or pets, only champions and neutral mobs.
E: Ancient Crystal Activated ability, AoE summon, CD 19/17/15/13/11, Mana 10% of maximum mana, range 800. Merlin stands still to focus a moment, after speaking some magic words from her book she spawns a magical gem that acts as a vision ward. The crystal lasts for 15/20/25/30/35 seconds or until reactivation, at which time it will explode for 50/80/110/140/170+85%AP as magic damage in a 350 radius. Cooldown begins when the gem is destroyed.
Depending on what school of magic Merlin chooses this ability gains an extra effect. Arcane, enemies are knocked away from the gem. Void, enemies are pulled toward the gem on. Spirit, Merlin gains a shield for 50% of the damage dealt.
Ultimate: Esoteric Activated ability, Targeted/channeled(2.5 seconds), 750 activation range, 3000 leash range, Merlin levitates into the air while chanting, books spinning about her. She pulls in spiralling waves of magic around her into her staff, then a series of small portals open around her shooting a flurry of magic missiles at her target, these will impact any enemies or neutral mobs in their path. The total is 5/10/15 missiles, each dealing 30+10%AP as magic damage.
Depending on what school of magic Merlin chooses this ability gains an extra effect. Arcane, missiles will deal half their damage in a small splash AoE. Void, if 4/8/12 of the missiles hit the intended target it will be silenced for 2.5 seconds. Spirit, each missile will pass through up to five targets dealing 10% of their damage but losing 10% of their final damage enemy.
Movement Merlin will move with a casual grace, nothing overly seductive. "Something new to learn." "Wonders around every corner." "Ancient lights show me the way." "What lay ahead?" "Into the unknown."
Attack Merlin's basic attacks will still appear highly magical, and will come from her staff. She should hold her book under her arm while blasting her staff forward with her right hand, no swinging the staff, it will be used to shoot straight out of it. When using her Q she will hold her book open in her off hand. "The curse of the unkind." "I know your secrets." "Brutes fall." "Kneel before true power."
Taunt Merlin will put her finger to her chin while she looks through her book, then look up at the direction she is pointed. "Hpmh, I've read books on your fighting style, they weren't very good."
Joke Merlin will wobble around and drop a potion bottle which will shatter next to her. "Whew... One too many."
Purpose? Really, the abilities could all change, the point isn't that. It's to have a far more wizardly and magical mage in the game, and another good female champion. Without a ridiculously sexual personality. Who has no marks(LeBlanc/Kat/Akali/Diana) and no balls(Ahri/Syndra/Orianna)
Think that kit is too complex? Maybe it is, but the kit again is not too important. So here is a more simple one.
Passive: Ancient Whispers On killing a minion or neutral monster, a sprite will spawn. It will attempt to reach Merlin and grant her 1% maximum mana and 1% maximum HP. This effect can only occur every 2.5 seconds to prevent abuse. Sprites may be killed by two attacks from an enemy.
Q: Staff Blast, Passive and Active. Passively Merlin's basic attacks deal 10/15/20/25/30+10%AP in bonus magic damage.
Active, CD 12/11/10/9/8, Mana 30/40/50/60/70 Merlin's next basic attack will deal 60/70/80/90/100+60%AP in bonus magic damage.
W: Arcane Crystal Active, CD 20/18/16/14/12, Mana 70/80/90/100/110, Range 800 Merlin reads from her magic tome, then spawns a magical crystal. The energy pulled in to spawn it deals 50/60/70/80/90+45%AP in magic damage and pulls enemies toward it. After 1.5 seconds it can be reactivated. At that time it will shatter, dealing the damage again and knocking enemies up from the explosive force. If will automatically explode after 25 seconds during it's time it grants vision. Cooldown begins once it explodes.
E: Weave Active, CD 20/19/18/17/16, Mana 100, Range 1500. Merlin fires a skillshot that on impact will silence the enemy for 1.5 seconds. It may then be reactivated to fire it again from the enemy's location for reduced damage, range and silence duration. Up to a maximum of three shots on one cooldown. There is only a 1.5 second window to shoot it from each bounce.
Ultimate: Cosmic Event Passive, Schools of Magic. On each level of her ult Merlin may upgrade her Q. Arcane upgrades give enhanced damage. Void upgrades give a slowing effects. Spirit upgrades give self healing.
Active, CD 130/100/70, Mana 100/125/150. Merlin levitates and books spiral about her as she chants ancient words. She will then fire a large magic meteor from a spacial warp. It will travel until it hits an enemy champion, blue/red/baron/dragon. It will then absorb into that target, overcharging it with arcane energy and causing it to explode. Dealing 300/400/500+100%AP in magic damage to the target and 50% of that in a large AoE around it.