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

I like the direction you took with this, but I'd like to comment on a few spells:

Clarity: When I pick Clarity is more for the team's sake rather than my own, so making it only applied to the caster is a disservice for me. I'd lower the mana restored to 40% and the CDR to 15% if it means keeping its AoE effect.

Divination: How large is the area revealed? if it's closer to 2000 units than 1000 units, it'd be fine, but if it's the other way around, it could be mobile like the Black Market's Ocklepod.

Ghost: As it is, it'd be abused by assassins / burst mages and it's not quite adequate for champions that desperately need a proper initiation tool. I'd remove the intangibility, increase the stealth effect to 5 seconds and increase the movement speed buff to 18%.

Stiffle: Needs just a bit more of cowbell to truly shine. If the casting time increase also applied to channels that only have an effect when they're complete (like Caitlyn's Ace In the Hole, Teleport and Recall, to name a few), it'd have a broader use. Just a side note, picking Stiffle as Morgana against a Caitlyn would mean an hilariously cruel 5.5 second root for the crime of using a Q... I love it.

Finally, considering some spells are adaptations of champions' abilities, are there any other abilities you'd considering adapting?