User blog comment:LivesByProxy/Summoner Spells Redux/@comment-26378838-20151226195735/@comment-26815373-20151227015518

I changed Clarity to function like Heal, helping the ally nearest your cursor.

Divination is indeed 2000 units, which is what Clairvoyance's value was before it was removed.

Added a clause to Ghost to prevent attacking / casting while stealth (though this was implied, I stated it outright for clarity). Also, I think longer stealth is not a good thing, even if it would help champs initiate better, stealth is, in it's current state, extremely frustrating to play against. I don't want to turn every assassin into Rengar.

Regarding Stifle, I think you are right about needing just a bit more oomph but IDK what to add.

Finally, I think there is some unexplored design space where creatable terrain is concerned, but I'm unsure how it would be represented in game. I want to mention that while these spells could be considered 'adaptations' of champion abilities, I think it be better said that these are, in fact, the game's base abilities (due to their 'usable-by-all' nature) and that champion abilities are alterations of them. It's also important that each ability function and present its effect differently (even if only slightly).