Aether, The Wind.
http://aetherforce.com/wp-content/uploads/2013/05/TheAether.jpg
Aether is a strange champion. It would be the first one who is completley incapable of dealing any damage whatsoever, but it has great utility. In addition to being a traditional support, Aether can, in a weird way, fill out a solo lane as well. While it cannot jungle in any way (remember, it is literally incapable of dealing damage, so clearing is out of the question), it can roam exceptionally with Q, and E ganks are potent. Lategame, W makes Aether exceptional at protecting carries, while R is absolutely devastating in larger teamfights.
Lore: Aether is a collective sentience born of the winds of Runeterra. Some would call it a spirit, some a force of nature, some may even call it a god. It is an all seeing, all knowing knowledge, that is everywhere on runeterra simultaneously. Aether has no morals, no common sense, no emotions. It acts randomly, destroying and sparing civilizations based purely on its whims. At least, that is how it once was. Tens of thousands of years ago, a mage from a kingdom that had long since been off-handedly destroyed by Aether attained a supreme level of control over magic, one that has not been met since, and fused with these arcane energies fully. In doing so, he gained full control over the very essence of runeterra, including the various gods and spirits that reside in it. This control never faded, but the mind of the now immortal mage eventually fell into madness. He had a great time tormenting these spirits, and loved coming up with new ways to do it. He set a spirit of ice into a vicious cycle of death, rebirth, and amnesia. He took away the corporeal form of a fire spirit, trapping it in a cage of true ice and forcing it to inhabit the bodies of mortals in order to survive. He took a god of motion, chaos, and progress, and bound it to the ocean for eternity. To Aether, he gave a special torment for destroying his homeland.
Aether had its very essence bound to the soul of a deceased human, the mage's son. It was told that, should that soul pass on, Aether would fade into nothingness.
The task of keeping a soul on runeterra past its time, as well as against its will, is not an easy one, which forces Aether to center the vast majority of its own power on the soul, rendering it unable to wreak global havoc as it once did. Despite this, Aether does what it can to retain its control over the natural world, and would rather be extinguished than give it up entirely.
HP 0-0 HP5 0-0 Mana 500-1000 MP5 15-25 Armor 0-0 MR 0-0 AD 0-0 Attack speed 0-0 Range 0 Movement speed 350
P: Incorporeal
Aether cannot basic attack, and any damaging item effects have their damage negated. Damaging summoner spells will not deal damage, but instead have their utility enhanced (Ignite deals no damage, but removes ALL healing. Challenging smite causes them to deal 0 damage to Aether. Chilling Smite steals triple the movement speed) Aether does not make use of health. Instead, Aether loses mana equal to the amount of damage she would have taken, pre-mitigation, (capped at 100 mana loss per second) and if her mana reaches 0, it will die.
Q: High Winds 15 second cooldown, 50 mana minimum
Aether channels for 0.1 seconds before blinking to a target location (500 range), slowing the movement and attack speeds of nearby enemies by 20/25/30/35/40% on arrival.
This blink can target areas beyond the cast range. For every 200 units past the 500 range mark, the channel is increased by 0.5 seconds and the mana cost is increased by 30.
(The range indicator for this spell is a series of concentric circles, each one 500 units apart, extending for as many extensions as you can afford without killing yourself)
W: Essences Entwined 5 second cooldown after deactivation, 75 mana plus 20 per second. Aether imbues its essence into a targeted ally. If the bound ally takes damage, Aether will expend mana to restore Health to the ally, at a rate of 12/14/16/18/20 (+.1 AP) per 10 mana. This heal occurs over 2 seconds, and can restore a maximum of 120/140/160/180/200 (+1.0 AP) health over that duration.
Should the ally take more damage than the heal can output in 4 seconds (240/280/320/360/400 (+2.0 AP) HP) within a time frame of 2 seconds, the bond will be broken.
The bond will also be broken if the ally strays more than 800 units from Aether.
Essences Entwined can target structures.
E: Spirit Breeze 10 second cooldown, 80 initial cost plus 20 per second passive: Whenever a unit dies within 700 units of Aether, Aether restores 20/25/30/35/40 mana and gains 30 gold. active: Aether unleashes a gust of wind in a target direction. On cast, it grants all allies facing the direction of the gust 20/30/40/50/60 (+5% per 100 AP) movement speed for 3 seconds and knocks all enemies in the gust back. As long as the gust remains, all enemies who enter the gust are knocked to the end of it.
Maximum duration of 1/1.5/2/2.5/3 seconds.
R: Hateful Echos 100/90/80 second cooldown, 150 mana Aether puts whispers of mutiny in the wind, causing a riot among enemies in a target area. Dealing 70/60/50% reduced damage, all enemy units in a target area begin to basic attack their nearest allied unit. This effect lasts 2 seconds, but if an enemy champion is killed, the riot begins again, centered on the location where the champion died.
Encouraged builds would include lots of mana, mana regeneration, cooldown reduction, AP, and utility effects.