Magnus, the Observer
Role: AP Support, AP Mage
Inspiration: I wanted to create a character that uses famous psychological experiments and tactics to mind game his opponents.
General Design Philosophy: Magnus’ entire kit revolves around mindgames and psychological warfare. His abilities are designed to trick, deceive and outsmart enemies. This creates amazing counterplay opportunities, but could also prove incredibly frustrating.
Risk Analysis: Very high. Magnus was of great personal interest to me, due to the incredibly novel and unique theming his kit relies on. Using real psychological experiments as a basis and then applying them to abilities in a multiplayer game is incredibly fun and inventive, though it may ultimately prove too complicated, self-indulgent and over the heads of most players. I consider Magnus to be HIGHLY EXPERIMENTAL in nature.
Appearance: A tall, slender, enigmatic man who seems to have no interest in the humanity of those around him. He wears glasses and carries a clipboard in one hand.
http://i1298.photobucket.com/albums/ag47/Lutzburg/carl_jung_by_hanyuse-d3ljliz_zpswgchmwye.png
Lore: The League has become concerned with the mental health of its champions, who have all willfully agreed to engage in endless rounds of combat in order to represent their homes, beliefs or ideals. While this kind of dedication is admirable, it's not necessarily healthy. As such, the League has opted to hire Magnus, the leading mind in his field of psychological research and study.
His task? Enter the fields of justice and observe his fellow champions, collecting data and researching their behavior. Only when he has finished his research and presented his findings to the League's Council will his task be complete.
Strengths: Suite of utility, stat modification and crowd control, incredibly adept at mind games and psychological tactics, consistent slow
Weaknesses: Reliant on teammates and to a greater extent the analytical minds of his opponents, mind games can always backfire, primarily utility based and deals low damage as a result
Plays Most Like...:

Auto Attack: Magnus sends a piece of paper from his clipboard slicing through the air from range.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_16136_pas_zpshftwcil4.jpg Passive- Data Points: Magnus observes his enemies to discover their weaknesses, gaining ability power the longer he is in combat with enemy champions. This ability power scales with level and caps at 100 after 15 seconds in combat at level 18. Design Philosophy: Magnus has an incredibly complex kit, so providing him with a simple, passive way of achieving greater damage and healing capabilities seemed like a natural fit.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_8461_pas_zpspnlaoth4.jpg Q- Inkblot (7 sec): Magnus flings a glob of sticky ink at target location, which deals magic damage and slows enemies caught within it by 70% while within the affected area. This slow gradually degrades over 2 seconds after exiting the area. Upon landing, the blot assumes a seemingly random form and remains at the target location for 2.5 seconds, applying the slow to any other targets that walk over it. Design Philosophy: This is Magnus’ primary damage tool and also provides great supporting utility in lane when kiting or sticking to enemy targets.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_14817_btn_zpskak1xc7k.jpg W- Enigmatic Chest (15 sec): Magnus summons a magical chest at a target location with a minimum cast range of 350 units. Prior to placing the chest, it cycles through three options, similarly to Twisted Fate's "Pick A Card." While cycling and once placed, the box appears the same to enemies regardless of its properties. The chest is activated by either allies or enemies based on which contents were chosen. The Chest cannot be placed in an area where units (monsters, minions and champions) are currently standing. The Chest can last up to 60 seconds before disappearing, but summoning a new Chest causes the existing one to disappear.
Chest of Healing- Allies who step on this chest are healed. Enemies who step on this chest destroy it. Chest of Magic- Allies cannot step on this chest and will simply walk over it. Enemies who step on this chest cause it to explode, dealing AoE magic damage. Chest of Burning- Stepping on this chest grants a champion a 3 second "red buff" effect, causing their auto attacks to deal bonus true damage and slow their targets. Both allied and enemy champions can step on this chest. Rank-ups increase damage/healing done, as well as lower cooldown. Design Philosophy: This ability is the ultimate mind game tool and has a huge affect on both enemies and allies alike, as their behavior is altered drastically every time it’s cast. To reiterate, this ability can be used to great psychological effect by placing damaging chests near allies, healing chests near enemies, or placing different chests in odd and unpredictable patterns over the course of the laning phase. The amount of counterplay and interactivity with this ability is staggering. The minimum cast distance ensures that the chest is placed in a place of contention to really force Magnus players and their enemies to think carefully about its contents.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_11006_pas_zps4rgpa80t.jpg E- Anxiety (12 sec): Magnus casts a short ranged targeted spell that deals magic damage over time every .5 seconds for 2 seconds, with a clear indication that the spell is active. Following this, the spell morphs into a fear that lasts longer the more champions are near the victim. The fear lasts .5 seconds for each nearby champion, up to a cap of 3 seconds. Design Philosophy: This is yet another ability with huge counterplay opportunities. This spell feeds off of the paranoia and fear of people, penalizing the target for being too close in proximity to other players. If the affected target manages to isolate themselves from other champions, the effects are negligible. However, if cast among a 10 player team fight and decide to stay and fight, the target will find themselves feared for a very long time.
http://i1298.photobucket.com/albums/ag47/Lutzburg/icons_17819_pas_zpsri1at8xo.jpg R- The Experiment (120 sec): Magnus casts a spell at a target location (roughly the size of Anivia's Ultimate) that imbues affected allies with 15/25/35 bonus armor and magic resist for the next 8 seconds. These bonus resistances increase for each individual by 5/7.5/10 each time they are struck, up to five times. If struck the fifth time, that ally also receives a 200/350/500 damage-absorbing shield (+30% AP) for the remainder of the spell. A visual buff indicator appears on each affected champion to inform other players how close they are to triggering the shield effect. Design Philosophy: This ability is designed to deter enemy players from engaging or continuing to fight the Magnus’ allies, as doing so would only make them stronger. If an enemy team lacks coordination and they end up attacking a target five or more times, they are effectively granting that player a massive shield (further augmented by their bonus resistances). By the same token, affected allies may try to do everything in their power to get hit enough times to activate the shield component of this ability.
If you liked this Champion, you can find over 70 more of my original concepts HERE!