User blog comment:Glop48/Marvel meets LOL : Doctor Strange,The Sorcerer Supreme/@comment-142.204.42.15-20130108212114

E is funky in that by late game, he will have no extra benefit. Probably just keep the basics of that skill.

W is OP in that its karma's shield with Jarvan's active shield after. You should probably remove the damage portion.

Q is a Vayne silver bolts as a spell? I'd like to see your idea of the damage scaling for this bonus damage.

R is also OP. True damage is powerful in that the only thing countering it is hp. Champions that do true damage typically have short range for those skills, making it a trade with that you need to be up close to use it. For this skill, it needs no practice or positioning. Just plop this on the team and deal crazy damage to their whole team, even to the tank. You might want to rethink on how you design this skill.

As for magneto, think about what he can do and think about how it will apply to this game's 4 skill set up with passive. Most importantly, think about how it would feel to play as Mags, as well as against him. If you feel that his skills are unmanageable when faced against him, there may be a problem.

I'd like to suggest the metal balls idea that can interact with other spells, but it's been implemented by Syndra.