This article is about the summoner's spells. For champion's spells, see ability.
Summoner Spells are abilities that a summoner can use to assist their champion on the Fields of Justice.
They are chosen in Champion Select before the start of the game. Each player is allowed two summoner spells chosen from a list. Summoner spells can be used in game to aid a player’s champion in various ways as each spell has a unique effect. Some summoner spells increase in effectiveness relative to your champion's level, but many provide the same effect at champion level 1 as they do at champion level 18. They do not have any cost other than their cooldown. Summoner Spell Barrier
The number of spells that are available to a player are determined by their summoner level. At summoner level one, a player begins with six spells to choose from. Then as a summoner reaches new levels, he or she will unlock new spells up to level twelve. The table below shows what summoner level unlocks which spell(s):Summoner Spell Teleport
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Summoner's Wrath (Offense) – Also reduces target's armor and magic resistance by 10.
Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs.
AoE range: 600
Summoner's Resolve (Defense) - Passively increases max Health by 5 per level.
Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.
Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used.
A spell only available to Riot staff that functions as a simple observer mode, meant to be used by an eleventh "neutral" player. When used, this spell reveals the entire map, allowing the user to track both teams' movements.
Promotes the nearest allied Siege Minion (in Classic) or super minion (in Dominion) to an anti-Turret Cannon, healing it, granting bonus stats (depending on level), and causing it to grant the caster gold for its kills.
During combat the spells (Clarity, Heal, Ignite, Revive and Smite) gain power with champion level. The other spells have the same power throughout the entire battle. While in combat the spells are bound by the same rules as the champion skills, however, Flash and Teleport are the only summoner spells that cannot be used while silenced or stunned.
Summoner spells cooldown reduction stacks multiplicatively. Note that Flash is the only spell with a flat cooldown reduction bonus, which is calculated last. In season 3, there are a few ways to reduce the cooldown of summoner spells which include:
The mastery Mastermind, which is the only way to reduce the cooldown of all Summoner spells. It does so by 4/7/10%., depending on how many points you put into the mastery.
Currently there are three game modes in League of Legends: Classic, Dominion and ARAM.
Due to the different characteristics of each game mode, some summoner spells are excluded from a mode while other spells are available specifically for a particular mode. And there are also common summoner spells which are available in all modes. The current set of summoner spells available in Classic mode are the same for Dominion with the exceptions of Garrison and Teleport, which replace one another. The following table shows what modes are available for each spell:
In-game Summoner Spell icon tooltips always show the base cooldown, unaffected by masteries. The timer visible on the icon after the spell is used shows the actual cooldown remaining.
Mastermind applies before other cooldown reductions.
Teleport's cooldown upon being canceled is always 180 seconds, and is not affected by masteries.
Teleport's cast time is not affected by cooldown reduction, only the mastery.
Revive's has an in-game tooltip error where it says it has a 510 second cooldown instead of 540.
Promote was previously removed because it was too strong, but it was since balanced and made available in all game modes until it was again removed for Season 3. The active effect returned as an item.