User blog comment:Xyclone010/No-mobility mage item rework/@comment-3003548-20160108083720

Note Kayle (heal) and Nami (passive) aren't completely with no mobility, and Soraka (passive) at least has conditional.

Another approach is to just give mobility creep. Obviously, it would be bad to give an offensive dash/blink active to already mobile champ, so it might be worth thinking of defensive methods of being mobile. The first thing that comes to mind is a poppy-ult-like dash or blink that heads toward your fountain on activate. It would be unlikely mobile mages would purchase this just for the potential backward triple jump toward the enemy (flash+dash+item), though admittedly it would allow them to be more aggressive with their dashes since they have a way out, and allow them to be that much more slippery. To prevent this, we have a charge system:

Charges stack at all times, but distance covered by walking reduces charges faster than they come in. After a typical dash or blink, it would be depleted entirely. As long as it is at say, 50% charge left (it may have to reach 100% to be enabled, and disables at <50%), you can activate, which uses all remaining charge to the same effect, probably a dash, probably targetable. With this system, it could even remain a flexible blink/dash like most, going in any direction, but that would probably be unhealthy for champs meant to be more immobile. they would have to give up something, like being silenced for a second or so. The silence would also make it a bit harder for mobiles to then dash afterward to further escape, so perhaps it should be there regardless.

Wind's Refuge (3000 gold) --[''Matches Rod of Ages. Builds from Hextech Revolver (1200), Aether Wisp (850),  950 gold.'']

80 AP --[Immobile mages will probably want at least 80 AP in an expensive item that requires damage (see passive).]

5% Movement Speed

Unique Passive - Chosen: Damaging enemy champions with abilities grants a stacking shield for 20% of magic damage done for 3 seconds (duration refreshed by further damage to enemy champions). Reduced to one third for AoE damage.

--[''Sort of borrowing from Death's Dance-like approach by Tashikoma here. This is essentially a temporary spellvamp, that the enemy can choose to back off to nullify. Note Will of the Ancients overlaps, but has real healing, which works with physical damage and ignores resistances, and gives 10% CDR, while being cheaper at 2300.'']

Unique Passive - Gather: Gain charges as time goes by. Covering distance reduces charge.

Unique Active - Infuse: Once at 100 charges, you may activate as long as charges remain at or above 50. Once activated, charge is reduced to 0 and you dash 400 distance toward your cursor (90 second cooldown). After the dash, you are silenced for 4 seconds, but can pass through units. (Charges do not gather when on cooldown.)

--[''I chose to not give CDR, as the emphasis is on escaping/surviving, and has high utility already. Movement fits the theme, so Aether Wisp seemed appropriate.'']