PS: If you missed it, there's my other custom champion Montegomery, as well.
Another custom champion, this time a revisit of an older concept people didn't really seem to see or care about ( rightfully, I must add. It wasn't very good). So, after much reworking with a smaller time scale and newer concept I re-present to you Tess, the Inciter of the Sands, a support Mage Champion.
Tess is a Support/Mage Champion with melee range and slight map control under the 'Of the Sands' moniker (she's a golem animal person). To this end the concept is simple and the playstyle is very forward and thematic. And just as such, due to her passive expert use of her abilities is rewarded. If you have any feedback, feel free to leave it. I do love critique.
Paragraph 1: In a far off desert-like world there was once a peace between the humans and the animalistic beings that dwelled there. These beings served as rulers and protectors, scholars and lore keepers, mages and healers all; guiding these race of humans as kind, yet powerful beings. As a powerful diviner and mediator Tess was no different, her vast knowledge of incantations and her ability as a healer graced her with a wide breadth on her world. Like others of her kind she could sense the natures of those that sought her guidance, and would use her arcane knowledge to protect those from harm. This peace, and her role, would change in due time.
Paragraph 2: Over the years her view of these humans began to skew as her powers heightened. Worse yet, she was not alone in this 'enlightenment' as once peaceful members of her kind gave in to their darker tendencies. At first she was reluctant herself at the thought of fighting amongst the empire they had built with these beings and even her own people, yet these misgivings soon quieted as her empathetic powers grew with her strength and knowledge, her power slowly drew from a new, plentiful source: the turmoil instilled of others. For the years to follow she would freely aid those who came to her for her guidance, feeding on the hope or misery that was brought before her. Those that saw through her dark practices or had no intention of fighting soon changed their ways as her once peaceful incantions were used to further strengthen her, inevitably bringing her closer to the inevitable fray with each passing dispatchment. Among the fighting and the bloodshed one fateful day she felt the tug of a far away magic, witnessing as a chosen few of the hundreds present were plucked from the battlefield and taken off world. And after that, there was nothing.
Paragraph 3: After the longest time in what felt like an eternity in limbo, Tess would re-emerge within an unknown land. The war of her people became an afterthought as the waves of unrest surged through her, the scars from wars long past reviving her in a manner of moments and the taste of battles still waging far off drawing her attention. With her strength renewed and her hunger for power not sated she gravitated on toward of this new font of power, not knowing what or whom she'd find. But knowing that she would be 'content' for a long, long time, once it was devoured entirety.
Tess– Inciter of the Sands
Secondary Bar ManaAuthorauthor missingLatest RevisionNever
Tess feeds off the ego of others, recovering mana equal to 7 / 8.5 / 10% of the damage or 14 / 17 / 20% she would heal with her abilities. Mana gained from Tess Healing herself is reduced by half.
Nasus's Soul Eater, but with a mana component. Hopefully making sense.
Hex of Peaceful Wrath
COST: 75 / 85 / 95 / 105 / 115 mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Active: Tess hexes targeted Ally or Enemy, healing or dealing magic damage each second for 5 seconds. After the end of the duration the hex will detonate, dealing the hex's full damage or healing in an instant.
This ability can be activated again (at no extra cost) to detonate the hex prematurely. If done, the DoT/HoT is converted into new de/buff which reduces damage done to an ally OR increases damage done to an enemy from all sources for the de/buff's remainder.
Essentially like Zilean's Timebomb with a Expunge/Swiftend mechanic rolled into it.
Hex of Peace / Hex of Wrath
COST: 55 / 65 / 75 / 85 / 85 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Active: Tess hexes targeted Ally or Enemy, placing a Heal over Time or Magical DoT on them for 5 seconds.
This ability can be activated again (at no extra cost) to detonate the hex, healing or damaging the afflicted as if all 5 seconds had passed in an instant. This does not consume the HoT/DoT.
Active: Tess casts a slow moving hex in a line, it exploding and dealing magic damage in a small area when it hits an enemy. Enemies damaged by this hex forcefully fight each other, Tess's totem, or an allied champion as if they were Taunted.
Enemies attacking their allies deal no damage.
Active: Tess hurls a totem at target location, revealing the area as it travels and where it lands.
After landing the totem emits a burst of energy followed by weaker pulses every second for 4 seconds, dealing magic damage and silencing enemies who are hit with the first pulse. The totem will burn out and disintegrate after 5 seconds or if the totem was damages three times..
Active: Tess amplifies her dark powers with what she's taken; enlarging her size and gaining bonus health. While in this state she deals magic damage to all enemies around her angains a shield that absorbs damage for 15 seconds. The damage will persist if the shield is broken.
Health Gain: 100 / 200 / 300
Magic Damage per second: 20 / 40 / 60 (+ 7% AP)
Max Magic Damage: 300 / 600 / 900 (+ 105% AP)
Shield Strength: 100 / 200 / 300 (+ 70% AP)
"You know not what you wield. That is fine, for all will be well."
"The future bodes well for us."
"Be careful. Your spirit is fragile."
"There must be more than this..."
"To battle. Glorious battle."
"For grace, I go."
"Chaos will follow."
"I may get a rise out of you yet, summoner."
"Real life, or just fantasy?"
"*sigh* I can taste their pain already."
"A feast upon their strife."
"Oh drag this out, will you?"
"Do not try my patience."
"They will quake with fear."
Did you know you have a unique aura about you? It reeks of coward.
You will die. Oh, don't worry. Or do. It matters not to me.
*Breathes in deeply before exhaling* Ah. This pear. So delicious.
*Breathes in deeply before stopping short* ...are you supposed to smell like spaghetti?
(Rare):...No, I'm not being 'catty'. Why would you suggest that?
Clarified in her stats that she's Melee, updated her tags and roles to reflect current champion roles.
Passive - Lowered the mana gained from dealing damage and raised the mana gained from Healing. Tess healing herself provides reduced mana.
(Q) - Increased the mana cost, adjusted/lowered the cooldown at later ranks, clarified some tooltip stuff.
(W) - Lowered the mana cost and some of the scaling
(E) - Lowered the cooldown, lowered the AP scaling, lowered the mana costs, and took of the ability to heal and made it so that the first pulse silences.
(R) - Took off the shield scaling with damage and made it a flat shield. Now gives Bonus Health.
03 / Slight Updates
(Q) Made the premature detonation effect scale over the course of 5 seconds. Decided against this before the initial change as it meant one may lose out too much on the damage effect, weighing it on how others felt 'bout it. This new version makes a bit more sense.
(E) Adjusted the mana cost from 100r1-200r5 to 100r1-300r5.
02 / Pre-S3 updates
Adjusted her movement speed to match S3 champion changes.
Updated her lore a bit (they're all empathetic blokes to a degree).
01 / 1st day Post-release updates
(Q) Redone - Now places a HoT/DoT on the target that will detonate at the end of it's duration. Ability can be activated again to detonate the effect prematurely to add a buff/debuff to an enemy for 4 seconds. Buffed the AP overall AP scaling to .8, up from .6
(Innate: Ominous Luck): Karsima and her allies get a layered aura that reduces damage taken per charge (Like Visage's or Malphite's passives). Damage done to Karsima herself reflects a % of the damage.
(Q:Weave Fate): Stackable HoT/DoT that could be applied to up to 2 allies/enemies
(W:Matrix Pull): Forced Movement buff that could be applied to allies or enemies. Gave a spell shield if applied to an ally.
(E:Diviner's Reach): (Passive) Gave 10 extra vision, ward vision, and attack range per rank. (Active) 'Detonated' and consumed Q after a channel, much like Swiftmend/Expunge. Cooldown was reduced for each application detonated.
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They will all suck as bad as this, though. As a heads up.
Typhron, Marty Stu The Dark Paladin - December 5th, 2012
Character concept using my username (and WoW Character). As a physical damage-focused melee carry that uses a single Stance in conjunction with his manaless costs with a mana-centric focus, a bit like Ryze.
Character Traits: Carry | Secondary: Fighter, Assassin
Tess, Inciter of the Sands - November 26th, 2012
A champion of the "of the Sands" namesake (like Nasus and Renekton), being an animal golem person that is mechanically straightforward and thematic. One that is able to play as a Support or a Tanky Mage, with HoTs, HoTs, and utility being the focus.
Character Traits: Support | Secondary: Fighter
Montgomery, Meister of Zaun. - November 21st, 2012
Jayce and Viktor hating villain sue villainous tycoon who can be an AP OR AD carry, capable of building one way or another with ease. Built AP he's an Bursty Assassin and built AD he's more of a traditional Carry, being quite good at countering enemy builds no matter what they build.