[Barebones Champion Concept] Psychomancer
Cunning, cruel, and powerful. Three qualities that should never be mixed - yet the Psychomancer possesses them all. Using his mastery over the mind to deceive and destroy, this enigmatic sorcerer has left great empires in ruin. Why he is resurfacing now is a mystery to everyone but himself... The Psychomancer is a devious character, who enjoys playing mind games with his opponents through copying their strengths exploiting their weaknesses - and breaking the barrier between friend and foe, if only for a little while. He can offer your team great power, for a price.
[Passive] Mental Clone Psychomancer has a clone generated that follows his orders and copies any basic attacks and non-ultimate abilities that he uses, after a brief delay. The clone deals half the damage and takes 50% more damage than the real Psychomancer, and if the real Psychomancer is killed, the clone becomes the main Psychomancer.
If the clone is killed, it takes about 90 seconds to respawn ,and rewards the killer with half the kill gold and experience if the real Psychomancer was killed. The number of active clones scales up with level, up to a maximum of 4 clones total.
[Ability 1] Psychobolt Psychomancer fires a bolt of energy in a direction, dealing damage and slowing them. Consecutive hits of Psychobolt on the same target will deal extra damage and apply a brief charm instead. The charm duration refreshes with each Psychobolt hit.
Has a short cooldown and deals moderate damage
[Ability 2] Deadly Deal On Self Cast: Psychomancer gains additional offensive and defensive power, removing the clone damage restrictions and causing damage dealt to return a portion of that damage as a shield that reflects damage to attackers. On Clone Cast: Psychomancer destroys the clone and takes a portion of their health back. For a few seconds, he gains a boost to cooldown reduction that goes over the 40% cap. On Ally Cast: Psychomancer temporarily binds with the target, sharing 80% of their stats for a few seconds but draining a portion of the target's health and mana to the Psychomancer. On Enemy Cast: Psychomancer temporarily causes his foe to go mad, giving them increased damage but causing attacks and abilities to hit any friendly units for 50% of the damage. Any minions/champions killed by champions under this effect are credited to the Psychomancer.
[Ability 3] Spell Reversion Psychomancer creates a mana barrier that negates the effects of an incoming spell. If a spell is blocked, then Psychomancer and his clones can then cast it himself, at 80% of its incoming damage.
[Ultimate] Possession Psychomancer creates a psychic tether with a target champion for 8 seconds, stunning himself and dealing damage while the tether persists. The damage drops significantly during the channel. The tether can be broken by killing him or a clone, or by displacing him. Clones will desperately attack anyone who gets close to him during this time, using abilities at random.
If the tether is not broken after 8 seconds, the Psychomancer becomes untargetable but pacified, Possessing the tethered champion for 8 seconds. He can use their abilities and attacks freely during this time, but can face resistance through the other player's actions. Abilities will deal full damage to all targets, but the Possessed champion takes twice as much damage. If they're killed while Possessed., the Psychomancer re-enters a safe-ish distance away from the fight and the Possessed regains 15% of their max health.