Reintroduction of a spell vamp item
There is a spell vamp mastery, but if we have an item then it opens up more exploration and options to cater to how individuals wants to build and play more.
Historically, spell vamp was abused on single target users and non-mana users. So just fix this, make it better for AoE mages while still having some kind of restrictive aspect so its not overpowered and make it better for mana users since they have the meaningful resource.
Forbidden Tome:
Recipe: Amplifying Tome (435g) + 365g = 800g
Statistics: +30 Ability Power +UNIQUE Passive - Spell Vamp: Heal for 6% (+1% per 400 mana) of the damage that you deal from abilities or spells, one-third healing against minions. Area of effect healing percentage is equally split based on how many targets are damaged by the ability or spell.
Will of the Ancients:
Recipe: Lost Chaper (1300g) + Forbidden Tome (800g) + 700g = 2800g
Statistics: +80 Ability Power +600 Mana +10% Cooldown Reduction +UNIQUE Passive - Haste: 10% Cooldown Reduction +UNIQUE Passive - Spell Vamp: Heal for 12% (+1% per 250 mana) of the damage that you deal from abilities and spells, one-third healing against minions. Area of effect healing percentage is equally split based on how many targets are damaged by the ability or spell.
Hextech Gunblade:
Recipe: Bilgewater Cutlass (1500g) + Hextech Revolver (1050g) + Forbidden Tome (800g) + 50g = 3400g
Statistics: Everything unchanged, just a new and additional component item for those that want spell vamp instead of life steal.
The main difference for the AoE damage is that if you only hit one target with an AoE spell then it heals for the full value instead of always cutting it by one-third, but this also means if you hit 4 or more targets then the healing is reduced further than before. So if you have 20% spell vamp, if you hit one target then it stays as 20% of the damage dealt as healing, two targets become 10% of the damage dealt, three targets become 6.67%, four targets become 5%, five targets become 4%, etc and so forth.
Of course the other part is giving it mana scaling so that mana users get a slightly bigger amount of spell vamp over non-mana users to equalize the power and better balance it so that instead of spell vamp items becoming Vladimir and Mordekaiser only items, the power is toned back and champions like Annie, Anivia, Karhus, Cassiopeia, Azir, Ryze, Brand, Zyra, Heimerdinger, Syndra, Ahri, etc. can POTENTIALLY pick up the item as an OPTION and widens how many users can use spell vamp and reducing abuse scenarios with more control of balance for single target mages, AoE mages, mana mages, and non-mana mages.