Zephyr Odinshire

Zephyr Odinshire is a mage from Bantia, and head of the Magic Council's local branch in that country. He acts as one third of the Counsel of Three, and calculates everything before making a choice regarding Council matters. He uses Barrier Magic in combat, and has developed several offensive uses out of a mostly defensive oriented magic.

Magic and Abilities
Barrier Magic -


 * Barrier: Alpha - The most basic use of Barrier Magic. Zephyr erects a wall of magic in front of himself as a defensive measure against incoming attacks. Thanks to his many years of training, these barriers have become very durable, able to repel all but the strongest magic attacks. Zephyr is able create them in a verity of shapes and sizes, allowing him to block off entryways or protect large groups of people at once.


 * Barrier: Gamma - Another simple spell Zephyr developed to aid in maneuverability. He creates a horizontal barrio that he is able to use as a platform to lift himself, or others, into the air or to cross long distances in a short time. He has also developed a smaller version to use in the midst of combat, which he will use to change direction mid flight, seemingly enabling him to step off of the air itself.


 * Barrier: Delta - A spell Zephyr developed to repel attacks that he could not with his Barrier: Alpha. He will generally elevate himself off the ground with his Barrier: Gamma spell, then he will craft a, eight sided triangular prism around himself, enabling him omnidirectional defence. He will usually call on this spell when fighting against large groups, or against people who utilise magic that is hard to defend against, such as fire or wind.


 * Barrier: Zeta - Zephyr's signature spell, and one that he created for offence. the spell consists of creating a sword blade out of magic, which appears from ether or both of Zephyr's palms. They can be anywhere from two to six feet long, and can rotate in his palm to accommodate any angle of attack. They have the same cutting power as a regular sword, and only begin to dull when Zephyr's magic power begins to fade.


 * Barrier: Theta - A spell developed to hold prisoners after an encounter, or to stop a particularly rowdy opponent. It can ether be made to fit a single person, or a group of people at once, though the maximum size he is able to create is the side of an average 3 story building. On occasion, Zephyr has used this spell to create an arena for others to spar without having to worry of destroying the surroundings.


 * Barrier: Lambda - Another offensive method of combat Zephyr has developed, though this time with long range combat in mind. Zephyr will create a number of narrow six sided triangular prisms, then launch them at any target he desires. the strength of the barriers, and the speed at which they travel, give them incredible piercing power, and Zephyr's fine control of magic grant him pinpoint accuracy.


 * Barrier: Xi - Often used as a follow up to his Barrier: Theta spell, Zephyr will create several walls around his target, then collapse them inwards, crushing his target in the proses. Though less powerful than some of his other spells, Zephyr still feels it is a sound way of dealing with all sorts of dangerous creatures, or people who refuse to negotiate. He can also capture people by using this to constrict the breathing of whoever is caught in the spell, and hold them there until they fall unconscious from oxygen deprivation.