Lanier, The Rune Caster (Thanks for reading, I promised I would update with concepts a while back!)
Hello there! A while back I made a post saying that I would get to uploading my ideas and champion concepts to boards, but I never got around to it. But quality over quantity, right? Here's one that I was working on recently. Thanks for reading!
Lanier, the Rune Caster
Lore
Lanier, in her youth, was a bright young woman who loved exploring the vast, limitless worlds within her grasp. That is, the worlds that existed within the books that she read. While her older brother, Ryze, would seek knowledge of magic and experience from the great outdoors, Lanier confined herself to her room instead. There, she would discover realms very different from the one she lived in. Realms filled with mysterious powers hidden within objects and artifacts. Worlds filled with complex machinery and knowledge called science. Universes filled with wonders that never ceased to amaze her every time she explored their great confines. Her curiosity and limitless imagination that developed as a result of her love of books allowed her to become a genius student. She studied everything she could in various colleges and universities and always came out at the top of her classes. Her name was inscribed upon various honorable mentions and trophy boards. And years passed by like the wind until the fateful day that Lanier’s parents passed away in an accident. Ryze did not show up at the funeral, and Lanier later learned the truth of her brother’s fate. Ryze had succumbed to magic that now controls his body and soul – magic that enslaves Ryze as a protector of a long lost ancient wisdom. And it was then that she realized that no matter how much she studied, how hard she worked, or how much she learned, she could not replace her brother with magic or books. So when she heard news of her brother’s appearance at the League of Legends, she knew exactly what to do. She would use every bit of her knowledge and experience of magic to regain what she had lost and free her irreplaceable brother from him from the magic that imprisons him, no matter the cost.
Summary
**Rune Mastery (Passive): **Lanier gains bonus effects from her runes and more if she lands consecutive basic attacks on enemy champions.
**Radiant Marks (Q): **Lanier deals magic damage and marks three targets within range. Triggering the mark (any basic attack or damaging ability from Lanier or allies will work) grants vision of the targets for three seconds and reduces Lanier’s cooldowns. If Lanier casts this ability within close range of her targets, it gains bonus effects from Lanier’s runes.
**Seals of Protection (W): **Lanier’s target gains a massive bonus from their seals for a short duration.
Blink Glyphs (E): Lanier temporarily disables the power from her glyphs, three at a time, to blink to a target location and deal minor magic damage. Blink Glyphs cannot be cast if Lanier doesn’t have enough glyphs to sacrifice, and killing a unit with Blink Glyphs refreshes its cooldown.
**Liberating Quintessences: **Lanier’s next three basic attacks knock aside and stun enemies on their path and deal bonus magic damage. When this ability is off cooldown, Lanier passively gains bonus effects from her quintessences. Lanier can basic attack allies with this ability to remove their disables.
Details
Rune Mastery (Passive): Lanier gains 10% increased effect from her runes. Every third consecutive basic attack that she lands on enemy champions increases the bonuses by a flat 10% for eight seconds, stacking up to nine times for a 100% increase in her rune’s effects, with each stack that is applied refreshing the duration of the effect.
Radiant Marks (Q): Lanier casts up to three light runes from her staff (prioritizes champions within range) to deal magic damage to and mark targets for four seconds. If cast close to her targets, Radiant Marks gains a bonus effect from Lanier’s runes in calculating damage. Basic attacks or damaging abilities from Lanier or her allies activate a mark to reduce all of Lanier’s cooldowns by one second and reveal the target(s) for 3 seconds.
Range: 900 Bonus effect range (upon cast): 500 Cooldown: 9 seconds Magic damage: 60/90/120/150/180 + 0.6 AP Bonus effect from all runes (multiplier): 1.2/1.4/1.6/1.8/2.0
Seals of Protection (W): Lanier greatly strengthens bonuses from seals on herself or an ally for a brief duration.
Cooldown: 23/22/21/20/19 seconds Bonus effect from seals (multiplier): 1.75/2.0/2.25/2.5/2.75 + 0.25 per 40 AP Duration: 3 seconds
**Blink Glyphs (E): **Lanier sacrifices power (disabling them) from three glyphs to appear at her target location and deal minor magic damage. The power of one glyph returns over time when Lanier does not cast this ability. Lanier cannot cast Blink Glyphs if she does not have at least three available glyphs to sacrifice. If Blink Glyphs kills any unit, its cooldown is refreshed. The number of glyphs Lanier has power in is shown as a buff indicator on Lanier.
Range: 700 AOE damage radius: 175 Cooldown: 6 seconds Magic damage: 80/100/120/140/160 + 0.3 AP Glyph return time (Static): 12/10/8/6/4 seconds
Liberating Quintessences (R)
**Passive: **When this ability is off cooldown, gain a passive 20/40/60% additional effect from quintessences.
**Active: **Lanier channels for one second to channel the power of her quintessences to gain three casts of her long-range spell, Liberating Quintessences. Liberating Quintessences causes her next three basic attacks within eight seconds to gain 300 range, travel at 200% speed, and deal bonus magic damage to her primary target. The quintessences also knock aside and stun secondary targets along the projectile’s path for 0.75 seconds. Secondary targets that are knocked into terrain are also dealt magic damage and stunned for 1.25 seconds instead. Lanier can opt to cast liberating quintessences on her allies to deal no damage and remove their disables. This ability’s cooldown begins after eight seconds are up or the three quintessence casts are used, and the passive bonus is lost during this ability’s cooldown.
Cooldown: 180 seconds Bonus magic damage: 80/120/160 + 0.3 AP Magic damage (secondary targets): 60/90/120 + 0.15 AP Knockback distance (secondary targets): 300/400/500 units