FANDOM


Character Template HelpHelp
Real Name
Information-silk
Erik Lehnsherr
Current Alias
Information-silk

Aliases
Information-silk
Erik Magnus, Eric M. Lehnsherr, Eric Magnus Lensherr

Identity
Information-silk

Alignment
Information-silk

Affiliation
Information-silk

Relatives
Red Lucy Keough (ancestor);

Quentin Keough (ancestor);
Lenore Keough (ancestor);
Edie Lehnsherr (mother, deceased);
Jakob Lehnsherr (father, deceased);
Erich Lehnsherr (uncle, deceased);
Ruth Lehnsherr (sister, deceased);
Magda Lehnsherr (wife, presumed deceased);
Wanda Maximoff (Scarlet Witch) (daughter);
Pietro Maximoff (Quicksilver) (son);
Lorna Dane (Polaris) (daughter);
Vision (son-in-law)
Thomas Shepherd (Speed) (reincarnation of grandson);

William Kaplan (Wiccan) (reincarnation of grandson)

Universe
Information-silk

Base Of Operations
Genosha

Characteristics
Gender
Information-silk

Height
Information-silk

Eyes
Information-silk

Hair
Information-silk
Grey, (formerly brown)

Status
Marital Status
Information-silk

Occupation
Terrorist, former prisoner, government agent

Origin
Origin
Mutant

Place of Birth

First appearance


History

Quote1 I've been at the mercy of men just following orders... Never again. Quote2
-- Erik Lehnsherr

Erik Lehnsherr was a German mutant with the ability to manipulate metal.

First Class

As a boy, Erik was forced to live in a death camp during the Holocaust. When first incarcerated with his family, Erik pulled apart a metal gate as he was separated from his parents. Seeing this, the Nazi collaborator and secret mutant Sebastian Shaw had Erik brought to him. He was fascinated by the boy's potential and attempted to get him to move a German coin. When this failed, he had his mother brought in, threatening to kill her if he couldn't succeed in moving the coin. When it didn't work, he shot the woman, causing Erik to tear apart the lab in horror. Shaw then tortured him over the next several years in an attempt to draw out the boy's mutant powers. Following the conclusion of World War II, Erik spent years trying to find Shaw and exact vengeance, murdering other Nazis along the way and keeping the coin as a reminder of what the man had done to him.

He eventually tracked Shaw down to a small boat off the American coast during the height of the Cold War. His attempt at revenge was cut short when he was pummeled by Shaw's cohorts in his Hellfire Club, outnumbered and outclassed by their mastery of their mutant powers. It was at this point that he met Charles Xavier and Raven Darkholme, who were present as help in a botched CIA attempt to capture Shaw, who was wanted for the murder of an American general.

Together and with CIA support, Xavier and Erik gathered a team of young mutants to battle the Hellfire Club, who were attempting to start a nuclear war between the Soviet Union and the United States as part of a plot to eradicate non-mutant life on the planet and rule over the new world order. Xavier helped mutants master their powers at his mansion, including Erik. During this time, the two become close friends. However, Erik was still filled with hatred for Shaw and feared a mutant holocaust, despite Xavier's attempts to get him to let go of his dark emotions. Erik also motivated Mystique to become proud of her appearance, believing her desire to get rid of her blue skin was wrong. During a mission, Erik and Xavier captured the White Queen of the Hellfire Club, Emma Frost.

Ultimately, the team had to jump into action to prevent the Cuban Missile Crisis from causing World War III. The Hellfire Club was also present; they attempted to repel the CIA-sanctioned mutant team but were defeated. During the encounter, Erik confronted Shaw, who attempted to bring the troubled young man to his side with promises of a new, mutant world order. Erik deliberately stalled Shaw for a moment so he could use wires to remove his telepathy-blocking helmet, allowing Xavier to take control over Shaw's mind and keeping him in suspended animation. Erik's first instinct was to wear Shaw's helmet against the wishes of Xavier so he could block out his friend from his mind. Although he found he agreed with Shaw's goals of mutant prosperity, Erik refused to forgive him for what he did to his mother. Despite Xavier's pleas to be the better man, Erik killed Shaw by slowly sending the German coin through his brain.

When the United States and the Soviet Union struck up a quick alliance to destroy the mutants that threatened them, Erik sent their missiles back at the fleet. Xavier tackled him and the two engaged in a fist fight, which distracted Erik long enough to prevent the missiles from killing those at sea. During a subsequent attempt by CIA officer MacTaggert to shoot Erik, one of the bullets he deflected struck Xavier in the lower back, permanently crippling him. Horrified at what had transpired, Erik bid farewell to his close friend, departing with Mystique and the remaining Hellfire Club members with the vow of overthrowing humankind in order to save mutants.

He later broke Frost out of prison, declared himself Magneto, draped in a menacing costume with a repainted helmet and established his first Brotherhood of Mutants.

The following year, Lehnsherr was implicated in the assassination of President John F. Kennedy. Magneto was believed to have bent the trajectory of the bullet fired by Lee Harvey Oswald so that it would hit the President. Lehnsherr pleaded his innocence, claiming that President Kennedy was a mutant and he was only trying to save him from Oswald's bullet. Magneto's trial sparked a successful "Free Magneto" movement.

Years later he briefly rejoined Xavier's side to meet Jean Grey, a child with unmatched psychic powers. She agreed to come to the Xavier Institute.

Genosha

After seizing control of the planet's magnetosphere from the north magnetic pole and trying to blackmail the world into creating a mutant nation, the United Nations ceded to Magneto the island nation of Genosha, which had no recognized government, as a homeland for mutants.


Powers and Abilities

Powers

Magneto is an Alpha-mutant and has been stated on several occasions to have been one of the most powerful mutants.

Magnetokinesis: Magneto has comprehensive control over all forms of magnetism and utilizes that control to manipulate ferrous metals and achieve a variety of effects. Magneto can manipulate an entire planet's electromagnetic field. Magneto has harnessed magnetism to stop armies, raise islands from ocean floors, move mountains, change the course of rivers, and threaten to devastate the world with floods and earthquakes. Moreover, he can use his magnetic powers in more than one way simultaneously. He can completely assemble a complicated machine within seconds through his powers. It is unclear whether Magneto's power is psionic or purely physiological in nature.

  • Magnetic Force-Fields: Magneto usually protects himself with a personal force field that he can quickly expand to protect large areas. Magneto can also use his force fields to hit or trap an enemy, and also levitate objects and beings in the air.
  • Magnetic Rays: Magneto has the ability to shoot powerful rays and electromagnetic pulses, and has shown this ability to destroy both metallic and nonmetallic objects. Magneto can also use this ability to seriously injure his enemies.
  • Magnetic Flight: Magneto is also capable of sustaining flight for very long distances and at varying speeds. He apparently has several means by which he achieves flight, one of which is by riding along the planet's natural magnetic lines of force, another by simply creating a repulsive force between himself and the planet, propelling himself thus. However, in order to travel in space, Magneto requires and is limited by the interior capacity of his force field to breathe.
  • Geomagnetic Link: Magneto is tied very closely to Earth's EM Field. As it is effected, so is he. He knows instinctively all that happens to it.
  • Gravity Reduction: Magneto's control over the magnetic and electromagnetic force is so refined that he can shut off gravity within a limited radius of himself by reversing the polarity of the earth's own magnetic field.
  • Metal/Matter Manipulation:Magneto can manipulate metal at the atomic level and make it take different forms. Magneto also demonstrated the ability to indirectly manipulate non-metallic objects via metal ores they may contain. Magneto is also capable of creating powerful electromagnetic fields capable of levitating nonmetallic objects, he can also do this via force fields.
  • Metallic Bonding: Magneto has recently displayed the power to atomically bond metallic substances. This newly developed technique allows Magneto to blend metallic alloys with earth, water, and air.
  • Organic Iron Manipulation: Magneto can control the traces of iron within organic matter and can manipulate the iron-enriched blood-flow to one's brain to potentially induce very limited effects. There are only 2.5 grams of iron in the bloodstream of a healthy human body and perhaps a gram at most in the rest of the body. As a reference, a penny weighs 2.5 grams.
  • Electromagnetic Sight: By concentrating, Magneto can perceive the world around himself as patterns of magnetic and electrical energy. He can perceive the natural electromagnetic auras given off by living beings.
  • Electromagnetic Spectrum Manipulation: Although Magneto's primary power is magnetism, he can also project or manipulate any form of energy within the electromagnetic spectrum, though this is extremely tiring for him so he primarily sticks to magnetism. He can potentially shoot and absorb bolts of electricity and other forms of electromagnetic radiation or energy, create intense heat as infrared radiation, and become invisible by deflecting visible light around his body. Infrared radiation is part of the electromagnetic spectrum, which also includes visible light, radio waves, ultraviolet light, gamma rays, and x-rays -- Magneto can project any of these to some extent, though doing so would dramatically tire him.
  • Superhuman Durability: Under normal conditions, Magneto possesses the physical durability of a well-conditioned athlete. However, he can channel amounts of magnetic energy through his body for the purpose of granting himself some degree of enhanced durability, to the point that he can resist punches from superhumanly strong foes.
  • Superhuman Strength: Under normal conditions, Magneto possesses the physical strength of a well conditioned athlete. However, he can channel vast amounts of magnetic energy through his body for the purpose of potentially granting himself superhuman strength.
  • Superhuman Stamina: As a result of increasing his strength, he dramatically increases the overall efficiency of his musculature. While magnetically enhanced, his muscles produce considerably less fatigue toxins during physical activity than the musculature of a normal human. Magneto can exert himself physically for some time before the build up of fatigue toxins in his blood starts to impair him.

Telepathic Resistance: Magneto has trained himself extensively for fighting telepaths, and is resistant to telepathic attack. This training is similar to that given to the X-Men by Professor X, although the effects are further augmented with the aid of his helmet (see below), his strong will and his own electromagnetic powers.

Abilities

Genius-level Intellect: A mastermind, Magneto is a genius in various scientific fields. He is an expert in genetic engineering and mutation, with knowledge easily on par with contemporary experts in the same fields.

Military Training: Magneto has more than a rudimentary knowledge of hand-to-hand combat.

Excellent Strategist: Magneto is an excellent strategist, tactician, and skilled leader.

Multilingual: Magneto is fluent in English, French, Polish, Russian, Hebrew, Arabic, Ukrainian, German, and Yiddish

Indomitable Will Magneto will strive to complete his tasks, no matter what it takes.

Strength level

Normal human male

Weaknesses

Physical Condition: Magneto's ability to wield his superhuman powers effectively is dependent upon his physical condition. When severely injured, his body is unable to withstand the strain of manipulating magnetic energy. When his powers are not at their peak, he also appears to have greater difficulty utilizing his magnetism for great feats. He is also susceptible to physical and mental fatigue that can ultimately affect his ability to adequately use his powers, especially if he overuses or extends them in a short amount of time.


Paraphernalia

Equipment:

  • Magneto's Helmet: Magneto's helmet is built to shield his mind from psychic probes and manipulation.
  • Armor: The costume that Magneto wears is actually a type of armor that he has created through the use of his magnetic powers. The costume is actually an amalgam of various lightweight, but highly durable, metallic alloys that further protect him from physical injury. He can also use different metals surrounding him to enhance his armor, making it as strong as Tony Stark's Iron Man Armor.

Transportation: Capable of flying under his own power (which he tends to do most of the time)
Weapons: Magneto relies primarily on his natural powers, although he has occasionally used magnetically-powered devices he invented.


Notes


Trivia

  • No trivia.



See Also


Discover and Discuss

Links and References

  • None.



  

Community content is available under CC-BY-SA unless otherwise noted.