Mage Item Concepts
Some interesting item concepts i've thought of after thinking, "what if wisp was a mage version of statikk shiv?" also some pen items
Mage Glove tome/brawler's glove +25 Ability Power +15% Critical Strike Chance
Aether Wisp
+20 Ability Power
+4% Movement Speed
Echo(Unique Passive)
Moving and casting grants charge, up to 100. At 100, your next spell will deal 10% additional magic damage.
Idol of the Forbidden
Wisp/Cloak/Codex
+70 Ability Power
+25% Critical Strike Chance
+8% Movement Speed
(Unique) 10% Cooldown Reduction
(Unique Passive) Critical Strike
All magic damage abilities have a 20(+.5% per 5% Crit) to critically strike dealing 20(+1.5% per 5% Crit) additional magic damage.
Spear of Farsight
Wisp/Chapter/Mage Glove
+70 Ability Power
+300 Mana
+20% Critical Strike Chance
+7% Movement Speed
+10% Cooldown Reduction
(Unique Passive) Farsight
Moving and casting spells grants charges, up to a max of 100. At 100, your next non-ultimate skillshot spell is a guaranteed critical strike and deals an additional 8(+1.5% per 5% Crit) damage and will travel 20% additional range. Does not increase the range of skillshot spells that cause hard crowd control effects.
Skull of the Demogorgon
wisp/haunting guise/tome
+70 Ability Power
+300 Health
+6% Movement Speed
(Unique Passive) +15 Magic Penetration
(Unique Passive) Blood’s Scent
When an enemy champion falls below 50%, you can activate this item. Upon activation you teleport closer to the low health champion in the cursor's direction.(Max Teleport 375) After activating, the next damaging spell within 5 sec gains 8-18 Magic Penetration. (30 sec CD)
Soulthief’s Scrolls
haunting guise/catalyst/wand
+75 Ability Power
+375 Health
+375 Mana
(Unique) +15 Magic Penetration
(Unique) Eternity
(Unique) Steal Soul
Enemies you deal spell damage to take an additional 25(+6% target’s total health) as magic damage. Up to 4 nearby enemies take 50% damage. 65% of damage done is granted back as healing. (10 sec CD)
Cowl of the Night Sky
Spectre's Cowl/Guise/Wand
+65 Ability Power
+300 Health
+35 Magic Resistance
+10 Magic Penetration
(Unique) +150% Base Health Regen
(Unique) Grants 15 Magic Penetration or 12% Magic Penetration whichever you benefit from more at the time
Lightmender’s Focus
Catalyst/Rod/Kindlegem
+75 Ability Power
+400 Health
+325 Mana
+10% Cooldown Reduction
(Unique Passive) Eternity
(Unique Passive) Pure Light
Magic damage dealt is increased and physical damage taken is decreased by 7%.
Mana costing spells will grant (10% Total Mana) as healing and half that amount as mana back over 4 sec.
Blizzard’s Bastion
Rod/Glacial/Mantle
+65 Ability Power
+250 Mana
+30 Armor
+30 Magic Resistance
(Unique) +10% Cooldown Reduction
(Unique Passive) Ice Barrier
12% of the spell damage dealt grants a shield that absorbs damage. Lasts 4 sec. Max of 15% total mana.
Hand of Time
Codex/Wisp/Wand
+85 Ability Power
+10% Movement Speed
+10% Cooldown Reduction
(Unique) Stolen Time
Spells steal 12% movement speed from enemies hit, lasts 2 sec.
(Unique Passive) Clock Strikes One
Magic damage abilities have a 1 sec reduced cooldown.
(Does not work on abilities of 2.5 sec or less;that cause crowd control; basic attack modifiers or immunity and displacement effects.)