Level 1
1. Conjurer's Pursuit: Collecting Regeneration Globes permanently increases Mana Regeneration by 0.1015 per second.
2. Psi-Shock (Q): First tick of damage does 100% more damage.
3. Abundant Shields (Trait): Plasma Surge grants shields to Minions and Mercenaries for half the amount but twice the duration. This does not grant benefits from Kar***' Basic Abilities.
4. Plasma Wave (Trait): Increases the range of Plasma Surge by 20%.
Level 4
1. Tempest Storm (Q): Increases the radius by 33%.
2. United Resilience (W): Increases damage reduction by 2 (+1 per level) for each Hero shielded.
3. Improving Matrices (E): Collecting Regeneration Globes increases the healing per second of Recovery Matrix by 1.
4. Shield Battery: Activate to place a shield battery on the ground that grants shields to allies in an area for 10% of their max Health, replenishing the shields every 2 seconds for 10 seconds. Shields last 5 seconds outside of the battery.
Level 7
1. Psionic Fury (Q): Increases Attack Speed by 15%.
2. Hardened Determination (E): Using Hardened Shields will also increase shields by 25 (+3.75).
3. Recovery Burst (W): When shields end, allied Heroes will gain 20 (+15 per level) Health.
4. Plasma Residue (Trait): Duration of shields last for an additional 2 seconds.
5. Khaydarin Amulet: Increases Mana Regeneration by 50% for 5 seconds. Has a 60 second cooldown.
Level 10
1. Last Stand (R): Warps 10 Zealots onto the battlefield in a line formation with Kar*** in the middle. Kar*** is immobile but Zealots will not perish until Kar*** dies or this ability ends after 8 seconds.
2. Serenity (R): Grants 35 (+7 per level) Shields per second that replenish or stack to a maximum of 175 (+35 per level) to nearby allies for 10 seconds. Shields will persist for 5 seconds.
Level 13
1. Static Interference (Q): Allied Heroes gain Unstoppable for 2 seconds
2. Heavy Shields (W): Slows Allied Heroes by 50% gradually fading over time but doubles the damage reduction.
3. Reinforced Matrix (E): Refreshes Plasma Shields.
4. Stalwart Defender: Reduces enemy Attack Speed and Movement Speedy by 20% when attacked.
Level 16
1. Inhibiting Discharge (Q): Reduces the Basic Attack Damage by 20% on enemy Heroes that attack allies affected by Psionic Tempest.
2. Reactive Exterior(W): Allied Heroes will gain 10 Mana for each attack absorbed by the shields.
3. Charged Matrix (E): Following Psionic Tempest with Recovery Matrix will increase the Health regeneration per second by 40%.
4. Harmony in the Khala (Trait): Reduce the cooldown of Heroic Abilities by 2 seconds each time Plasma Surge activates.
Level 20
1. Martyrdom (R): Kar*** revives if he dies during Last Stand.
2. Bliss (R): Increases the radius and the maximum shields by 35%.
3. Bolt of the Storm: Activate to teleport to a nearby location.
4. Storm Shield: Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
It's interesting but seems a little passive. A hero who floats around automaticaly granting shields who then watches for ways to make those shields even better. A protoss Brightwing is a cool idea but your design could benefit from opportunities for actively contributing to a match, skills that don't need allies to be shielded to be effective. A lot of support have control abilities that stop enemies or otherwise inhibit them, like Brightwing's Polymorph or Uther's Hammer of Justice, that also serve to give them an active role in a fight. You might think about adding something like that.
I see your point. I felt that because many of the supports are built that way, this would be a bring in something different. So the idea was to have a support that was purely defensive with a few talents to provide some control. I am more concerned that his defensive capabilities are too strong, although the trade off is that he won't be able to provide that control or any significant damage. In order to prevent him from being too easy of a Hero (easier than even LiLi), I intended his ranges to be short (maybe slightly larger than Uther's Divine Storm w/o lv 20 talent). This will force him to focus on his position to provide the maximum benefit of his trait and abilities, hopefully avoiding a hero that just stands in the middle of a team fight.