(Note: This post is obsolete, mainly because I incorporated the idea into a larger post that features a comprehensive summoner spell rework.)
After a 0.25-second fading time, champion becomes stealthed for 1 second. Attacking or casting abilities, summoner spells or item effects will end the effect prematurely. Does not break stealth.
Fade is an idea I had for a stealth-granting summoner spell, to be picked by junglers as an alternative tofor ganks, stealth champions for supplemental cover and pretty much every other champion as a possible initiation/escape/positioning spell.
Currently, one of the problems with vision is that it's extremely cheap to purchase, and very effective. A warded lane, for example, is nearly impossible to gank properly. Having a dedicated summoner spell that'd grant stealth, even a very small amount, would offer a counter to vision, though the SS itself can be countered by a, which when not used against stealth champions is just picked to one-up the other laning support in the vision war.
Though the stealth duration itself is very small, it has the potential to let any champion position better in teamfights, as withand . It'd also offer a means of escape or initiation which, despite its significantly lower cooldown relative to Flash, would have a lot more counterplay associated to it. Though it can boost the power of champions with existing stealth abilities ( , , ), the 1-second added duration wouldn't force too much of an advantage. What are your thoughts?