Probably a ~1,250 Spirit item. Not sure what passives if any make sense on it, but core would be an active ability: Pay Health X and reduce non-ultimate ability cooldowns by Y seconds (picturing like KotL Chakra).
Think this should be non-lethal. There is also the option to pay health and grant CDR for a set duration instead, this would create a different play pattern, not sure which is healthier. First play pattern incentivizes using abilities first and then paying health on favorable trades to continue harassing/reusing abilities. While the second would better favor an initiator type decision where you are confident in your health pool remaining high so you pay ahead of time knowing that your abilities will come off cooldown quicker. Not sure which makes for a more interesting item.
In addition I think you could offer a version that upgrades in the 6k souls range that changes the health cost to be percentage based, improves the reduction, and could allow it to function on ultimate abilities.
Initial number guesses would be something like: 100 Health for 2 seconds, or could be 150 for 3, although I think that cost is a little steep in the early game. Roughly 50 health per second seems reasonable. Or if you went percentage I'd picture 50 health per 10% being roughly the going rate, 100 Health 20% temporary reduction, lasts 6 seconds?
Think this should be non-lethal. There is also the option to pay health and grant CDR for a set duration instead, this would create a different play pattern, not sure which is healthier. First play pattern incentivizes using abilities first and then paying health on favorable trades to continue harassing/reusing abilities. While the second would better favor an initiator type decision where you are confident in your health pool remaining high so you pay ahead of time knowing that your abilities will come off cooldown quicker. Not sure which makes for a more interesting item.
In addition I think you could offer a version that upgrades in the 6k souls range that changes the health cost to be percentage based, improves the reduction, and could allow it to function on ultimate abilities.
Initial number guesses would be something like: 100 Health for 2 seconds, or could be 150 for 3, although I think that cost is a little steep in the early game. Roughly 50 health per second seems reasonable. Or if you went percentage I'd picture 50 health per 10% being roughly the going rate, 100 Health 20% temporary reduction, lasts 6 seconds?