Summoner Spell Spheres - Modifying your Summoner Spells!
I would like to add further gameplay for our fellow players by introducing a new system, Summoner Spheres, these unique system allows players to modify their Summoner Spells during the game at specific points, further diversifying strategies and metas with the new twists being added.
Summoner Spheres There are 3 Summoner Spheres available for players to choose from in which only 2 may be used in each game to upgrade their respective Summoner Spells. These 3 Summoner Spheres are the following: Creation, Entropy and Destruction. Each following a main concept which will be added to your respective Summoner Spell.
Once the match has reached 17:30 time, all players are provided a choice to upgrade one of their Summoner Spells with 1 of the Summoner Spheres through the shop. The 2nd Summoner Sphere is provided at 30:00 time mark, following the same rules.
Creation - Harbors renewal and birth, Summoner Spells infused with this Sphere are known to provide second chances when the situation is grim.
- Heal - Prevents yourself from going below 1 HP for 1.75 seconds after casting Heal.
- Ghost - Grants 250% increased Health Regen for the duration of Ghost.
- Barrier - Creates a second Barrier with 80% Health for 2 seconds when the initial Barrier is destroyed within 1.75 seconds.
- Exhaust - Grants Movement Speed and Attack Speed equal to the Movement Speed and Attack Speed lost by the target.
- Teleport - When used on a target minion, heals the minion for full health and promotes it into a Siege Minion. When used on a tower, grants it 20% bonus Attack Speed while channeling.
- Cleanse - Completely makes the user immune of Crowd Control for 1 second instead.
- Flash - May perform another Flash for the next 2 seconds at half the range.
- Ignite - The Ignited target will heal all nearby allies around it for 50% of the damage.
- Smite - Recovers Health equal to 90% of the Smite Damage and Mana / Energy equal to 50% of the Smite Damage.
Entropy - Embodiment of chaos and unbalance, Summoner Spells infused with this Sphere tend to be random, but always tipped for the owner's chance.
- Heal - Heal is increased by 10% - 30% at random when used.
- Ghost - At the end of the duration, the user becomes either visible or stealth based on which unit they've passed through during the duration. Passing through enemy units grants a 0.25 stealth duration each and passing through an allied unit grants a 0.5 seconds vision for the enemy each. Whichever has the highest duration is applied.
- Barrier - Extends Barrier duration to 4 seconds. Barrier will be applied for 1.5 seconds where-in it will disappear for 1 second before re-appearing once more for the rest of the duration.
- Exhaust - When the exhausted target comes in contact with a champion, the target also becomes exhausted for half the duration. May only be applied once per Exhaust.
- Teleport - While Teleport is already channeling, clicking on a different allied target extends the channeling by 1 second but will allow you to Teleport to that target instead.
- Cleanse - Only usable when under the effects of a Crowd Control, upon using Cleanse, the user sends a small wave around them, inflicting the same Crowd Control they were in.
- Flash - The user may activate Flash in the next 2 seconds to return to the previous spot they were in.
- Ignite - Shortens Ignite's duration base on how far the target has moved. Damage dealt is still full.
- Smite - Smite Damage is increased by 20% - 40% at random when used. Will always stun a neutral unit for 1 second.
Destruction - Herald of punishment and death, Summoner Spells infused with this Sphere are given new offensive power to create more damage in the battlefield.
- Heal - When used nearby an enemy champion, it will instead steal Health from the enemy target equal to the Heal Amount and inflict a 20% Slow for 2 seconds.
- Ghost - Gain 1% increased Attack Speed and 2 Ability Power for each enemy unit passed through, persisting for an additional 2 seconds at the end of the duration.
- Barrier - Barrier will now detonate upon expiration, dealing damage equal to 70% of the Barrier's Health to the last enemy unit that dealt the final blow and all enemy units around it.
- Exhaust - Damage dealt against the exhausted target is amplified by 3% and further increases the duration by 0.25 seconds for each instance of damage for up to 1 second.
- Teleport - Teleport channeling is reduced to 3 seconds and will now cause the target to leave a damaging wave on their initial spot and their arrival spot, dealing 100 + (17 x Level) true damage on both instances.
- Cleanse - Causes the next attack or melee contact with an enemy champion to be knocked back after using Cleanse.
- Flash - Creates a persisting line of damage base on the initial spot to the arrival spot, dealing 8 + (11 x Level) true damage per second for 3 seconds.
- Ignite - Basic Attacks and Spells against the Ignited target increases the remaining damage dealt to be amplified by 2% for each instance, up to 10%.
- Smite - Allows up to 3 charges of Smite. Smite may be used on an Enemy Champion even without a Stalker's Blade, Skirmisher's Sabre and Tracker's Knife, dealing 10% + (1% x Level) of the Smite's damage and inflicting a 15% Slow if the user has the Crest of the Cinderling Buff and a 15% bonus movement speed to the user if the user has the Crest of Insight Buff.