Resonant Air Shield 11

From: Aromancers Zephyr Codex 42

Description: This protective spell manifests as a shimmering, nearly invisible barrier of rapidly swirling air that envelops the caster. The shield is capable of deflecting physical attacks and magical projectiles. Its unique property is a concussive retort; when a melee attack is successfully stopped by the shield, a focused blast of wind erupts from the point of impact, forcefully pushing the attacker back 10 feet and potentially disrupting their balance and follow-up actions.

Sensory Experience (from the Codex): Casting this spell requires focusing on the pages that emit the sharp, clean scent of ozone and petrichor, evoking the atmosphere moments before a thunderstorm. The caster feels a tingling static charge on their skin, and the air hums with the low thrum of distant thunder. The shield itself is a tactile sensation of a cool, protective current constantly orbiting the caster’s body.


Lore

The Resonant Air Shield was not born from a desire for simple protection, but from a moment of desperate innovation by its creator, Aelar Windwalker. While exploring the wind-carved tunnels of the Serpent’s Spine mountains, Aelar was ambushed by a pack of Phase Stalkers, creatures known for their blinding speed and ability to close distances in the blink of an eye. His conventional air barriers were sufficient to block their initial claw strikes, but he found himself constantly on the defensive, unable to gain the necessary space and time to cast a more decisive spell. Hemmed in the narrow passage, he realized that a passive shield was not enough; he needed a shield that fought back, one that could create the very space he was being denied.

Drawing on his deepest understanding of thunderstorms, Aelar sought to replicate the moment of concussive force that follows a lightning strike. Working with the master Perfumers of the Scented Sanctum, he found the key. The sharp, electric scent of ozone and the damp, earthy fragrance of petrichor were not just smells; they were the alchemical triggers for potential and release. By weaving these sensory concepts into the spell’s matrix, he created a shield that didn’t just stop an attack but stored its kinetic energy for a split second before releasing it in a violent, resonant clap of compressed air. The spell became a signature of his art: a perfect fusion of defense and tactical control, embodying the principle that the best way to weather a storm is to harness its power.

Use

The Resonant Air Shield is a high-tier defensive spell prized by battle mages, arcane bodyguards, and any spellcaster who often finds themselves in perilously close quarters. Its primary use is as an emergency defensive measure, a powerful “panic button” that not only negates a potentially lethal blow but also fundamentally alters the tactical landscape. When cast, a shimmering, nearly invisible sphere of swirling air envelops the caster for a brief but critical moment. This barrier is incredibly dense, capable of deflecting not just physical attacks like sword strokes and arrows, but also targeted magical projectiles such as bolts of fire or rays of frost.

Its true value, however, lies in its unique “resonant” property. When a melee attack is successfully intercepted, the shield explodes outwards with a concussive retort, striking the attacker with the force of a thunderclap. This blast of wind is not intended to be lethal but serves to violently push the assailant back, creating a 10-foot buffer of space. This utility makes it invaluable for fragile casters needing to disengage, for breaking up an enemy’s coordinated multi-attack, or for protecting a vulnerable ally who has been cornered. Its single daily use means a caster must be judicious, saving it for a truly critical moment to turn the tide of a close-quarters engagement.

Spell Values

  • Tier: 2
  • Stats:
    • Casting Time: 1 Reaction (which you take when you are hit by an attack or targeted by a magic missile spell).
    • Duration: Instantaneous.
    • Effect: You gain a +5 bonus to your Armor Class against the triggering attack. You also take no damage from a magic missile spell. If a melee attack misses you due to this bonus, the attacker must make a DC 15 Strength saving throw. On a failed save, they are pushed 10 feet directly away from you and are knocked prone.
  • Skills: The spell is cast using the Aeromancy skill. Its sensory nature also grants the caster a brief, intuitive understanding of their immediate surroundings, giving them a temporary bonus to Perception checks against unseen enemies until the start of their next turn.
  • Cost: A single-use, enchanted scroll containing the formula for this spell would be highly valued for its life-saving potential, typically costing around 350 gold pieces.
  • Requirements:
    • Must be a spellcaster with access to Tier 2 magic.
    • If cast without the Aromancer’s Zephyr Codex, it requires a vocal component (a sharp, resonant word like “KRAH!”) and a somatic component (a swift, open-palmed gesture pushing outwards from the chest).
  • Tags: Air Magic, Aeromancy, Evocation, Defensive, Force, Tactical, Tier 2, Reaction, Abjuration, Concussive, Repulsion, Ward, Kinetic, Sonic, Olfactory Magic, Disruption, Spacing, Reactive, Storm-Charged

Roleplay and Tactics

Roleplay: The casting of Resonant Air Shield should be portrayed as a dramatic and visceral moment. The caster isn’t just muttering an incantation; they are inhaling the essence of a storm. Roleplay the sensory experience: describe the sudden, sharp smell of ozone that fills the air around you, the crackle of static electricity making your hair stand on end. When the shield manifests, it’s not a gentle shimmer but a distortion of the air so intense it bends light, accompanied by the low hum of distant thunder.

When the concussive retort triggers, it should be an explosive event. It’s not a gentle push, but a loud CRACK of sound and a violent blast of air. The caster might be momentarily deafened, and the force should visibly stagger the attacker. The roleplay is one of unleashing a sudden, contained storm, a moment of absolute, reactive power that transforms the caster from a vulnerable target into a dangerous, untouchable force.

Tactics:

  • The Ultimate Disengage: This spell’s primary tactical use is to create space. A wizard or sorcerer cornered by a powerful rogue or barbarian can use this spell to not only block a devastating blow but to also push the enemy back and knock them prone, providing a crucial opportunity to move away on their next turn without provoking an opportunity attack.
  • Environmental Control: The 10-foot push is a powerful tool for battlefield manipulation. A clever caster will position themselves with their back to a hazard. When the enemy charges, the shield can send them tumbling over a cliff edge, into a pit of spikes, into a bonfire, or into the center of an ally’s persistent area-of-effect spell.
  • Peel for an Ally: While the spell envelops the caster, its true strength can be in protecting others. A caster can intentionally position themselves between a charging enemy and a wounded ally. By taking the hit (and using the shield to block it), they can forcefully push the enemy away from their vulnerable friend.
  • Breaking Formations: Against multiple opponents, knocking one prone can disrupt their coordinated attack. A prone enemy is easier for melee allies to hit, potentially turning the focus of the fight and disrupting the enemy’s action economy.
  • Timing is Everything: As a “once per day” ability, its timing is the most critical tactical consideration. Wasting it on a minor goblin’s dagger strike is a mistake. It should be saved to negate an enemy leader’s signature “Power Attack,” to survive a volley of arrows from an elite archer squad, or to block an assassin’s critical sneak attack. Knowing when to take a hit and when to unleash the storm is the mark of a true master of this spell.

Activation perception of: Resonant Air Shield 11

Sight

  • What is Perceived: A sudden, violent distortion in the air around the caster, accompanied by a brief, hairline fracture of silvery-blue light that traces the outline of the impact.
  • Description: For a split second, the caster is enveloped in a visual effect akin to a powerful heat haze, but cool and sharp. Light bends unnaturally around their form, making them appear to ripple and waver. When the shield intercepts an attack, a brilliant, web-like pattern of static energy flashes into existence at the point of contact before vanishing an instant later.
  • Positives: The visual confirmation of the spell is dramatic and definitive, instilling confidence. The brief visual distortion can be just enough to throw off the aim of a second, immediately following attack.
  • Negatives: The flash of light is an unmistakable beacon, drawing the attention of every eye on the battlefield directly to the caster and confirming they have just expended a powerful defensive spell. It eliminates any chance of a subtle defense.

Sound

  • What is Perceived: A sharp, percussive CRACK like a thunderclap originating from a single point, followed by the roar of displaced air.
  • Description: The activation is not quiet. It begins with the sound of a sudden, sharp intake of air, like a localized vacuum. When the shield blocks a melee attack, it detonates with a deafening report that is both a sonic boom and the crack of a massive whip. This is immediately followed by the sound of a gale-force wind rushing outwards from the caster.
  • Positives: The sound is incredibly intimidating and disorienting to nearby enemies, potentially causing them to flinch or hesitate. It can serve as a non-verbal signal to allies that the caster was just attacked and is now creating space.
  • Negatives: The sound is loud enough to temporarily deafen the caster and those in immediate proximity, potentially causing them to miss auditory cues or shouted warnings. It completely negates any form of stealth for the entire party.

Touch

  • What is Perceived: A tingling full-body sensation of static electricity, a sudden drop in air pressure, and then the feeling of a powerful shockwave erupting from the caster’s body.
  • Description: Just before the spell triggers, the caster’s hair stands on end and their skin prickles with a powerful static charge. For a microsecond, the air around them feels impossibly thin and cold. As the shield makes contact, the caster feels a powerful, concussive force radiate away from them. They remain perfectly stable at the epicenter of this blast, feeling the raw power flow through and past them.
  • Positives: The tactile feedback is immense, giving the caster a tangible sense of the power they’ve just unleashed and reinforcing their feeling of control amidst the chaos.
  • Negatives: The initial pressure drop, though brief, can be disorienting and cause a momentary feeling of breathlessness. The static charge can interfere with the handling of other delicate components for a moment.

Smell

  • What is Perceived: A sudden, overwhelming, and layered scent of an imminent thunderstorm.
  • Description: The air is instantly saturated with two distinct fragrances. The first is the sharp, clean, and metallic smell of ozone, like the air after a nearby lightning strike. Woven into this is the rich, earthy, and damp scent of petrichor—the smell of the first rain hitting dry, dusty ground.
  • Positives: For a caster attuned to the codex, this scent is a powerful focusing agent, helping to ground them in the magic. The invigorating aroma can sharpen the senses for a moment after casting.
  • Negatives: The scent is potent and lingers for several seconds. It is an unmistakable magical signature, allowing anyone familiar with aeromancy to know exactly what kind of spell was just cast, and by whom.

Taste

  • What is Perceived: A sharp, metallic, and electric tang on the tongue.
  • Description: The taste is akin to touching a battery terminal, a coppery and sour sensation that buzzes on the palate. It is the taste of raw, unbound static electricity and ionized air.
  • Positives: This jarring sensation can snap a caster out of a stupor, heightening their awareness in the critical moment of the attack.
  • Negatives: The taste is unpleasant and can be very distracting, especially if the caster is not prepared for it. It can cause an involuntary grimace or cough.

Extra-Sensory Perceptions

Proprioceptive Sense (Kinetic Awareness)

  • What is Perceived: A feeling of absolute, anchor-like stability for the caster, contrasted with the sudden, violent puppet-like motion of the attacker.
  • Description: The caster feels an intense connection to the ground beneath them, as if they are momentarily rooted in place. Simultaneously, they perceive the attacker’s kinetic energy and balance being ‘severed’ from them. The caster doesn’t just see the attacker being pushed back; they feel the attacker’s center of gravity being violently thrown off-kilter.
  • Positives: This provides an incredible sense of control and power, allowing the caster to remain perfectly focused while their attacker is thrown into chaos.
  • Negatives: The sudden, forceful manipulation of another being’s kinetic state can be psychically jarring to a highly empathetic caster, causing a brief moment of empathetic disorientation.

Barometric Sense (Pressure Awareness)

  • What is Perceived: A localized, instantaneous pocket of low pressure, followed by a violent, high-pressure explosion.
  • Description: On an extrasensory level, the caster feels the air for ten feet around them suddenly being ‘inhaled’ into the point of impact on the shield, creating a split-second vacuum. This is immediately followed by a hyper-pressurized outward blast as the spell ‘exhales’ with immense force.
  • Positives: A caster with this awareness can use it as a micro-scale warning system, feeling the subtle pressure changes of a melee weapon cutting through the air just before it hits.
  • Negatives: The violent pressure shift can have unintended environmental consequences, such as shattering nearby glass vials, disturbing delicate alchemical reagents, or extinguishing all non-magical flames in the vicinity.

Aetheric Resonance (Magical Awareness)

  • What is Perceived: The sensation of catching a hostile force, absorbing its intent, and reflecting its energy back as a blunt instrument.
  • Description: A magically-aware caster feels the hostile intent and kinetic energy of the incoming attack as a “thread” of hostile magic or will. The Resonant Air Shield manifests as a “net” that catches this thread, causing it to go taut. The shield then resonates with this energy, not reflecting it in its original form, but converting it into a raw, untyped wave of pure force which it then unleashes.
  • Positives: Provides the caster with a fundamental understanding of how to turn an enemy’s power against them, a key principle of advanced abjuration magic.
  • Negatives: If the incoming attack is exceptionally powerful or laden with a corrupting magical energy (like necrotic or abyssal magic), the caster might feel a faint “taint” as the shield processes and converts the energy, causing a moment of psychic nausea or spiritual unease.

Parable of Striking Wall

It is told, from the scrolls that are brittle as dead leaves, that the great Aelar Windwalker did not find all his knowledge in quiet meditation. Some was found in the teeth of danger. The story of the Resonant Air Shield is one of these.

In the days when the Serpent’s Spine mountains were younger and their peaks sharper, Aelar journeyed into the deep tunnels carved not by man, but by the endless whistling of the wind itself. He sought the heart of the wind, the place where it was born. But the deep places hold their own children, and he was set upon by the Chittering Scurriers, things of many legs and great speed that hated the light and the living.

They swarmed him in a passage no wider than a tall man’s shoulders. His walls of wind, his normal shields, were strong. They held back the claws and the biting mouths. But they were only walls. They did not answer. For every moment he held the wall, another Scurrier would climb over its kin to press upon him. He had no space to gather the air for a great blast, no time to weave a larger spell. He was being buried alive, slowly, by a tide of clicking hate.

Pressed against the cold, damp stone, with the scent of rock-dust and monster-breath filling his lungs, Aelar did not think of more power. He thought of the summer storm. He remembered that the storm does not only push, it also strikes.

First, he thought, comes the sky-anger, the bright line of light that makes the air smell sharp and clean, like cut metal. [The word here means ozone, but is written as ‘sky-metal-breath’.]

Then, after the light, comes the great CRACK that breaks the world’s silence. It is not a push, but a great slap that makes the bones tremble.

And only then does the wind truly rush in.

He saw his error. His shield was only the wind. It was not the crack.

So, with the creatures pressing upon his barrier, Aelar stopped pushing back. He closed his eyes and breathed in. He did not breathe the stale tunnel air, but in his mind, he breathed the memory of the sky-metal-breath. He felt the tingle of a storm gather on his skin. He spoke a new word, a word that sounded not like wind, but like a stone breaking.

The air around him did not swirl, it became tight, like a drawn bowstring. It shimmered, a wobble in the dark. A great Scurrier lunged, its claws seeking his throat. The claws met the shimmering air.

And the world broke.

A sound like a mountain splitting echoed in the narrow tunnel. The Scurrier that had struck was not pushed. It was thrown, as if by a giant’s hand, tumbling back down the passage to crash into the swarm behind it. The sound itself was a fist. A great wind followed, but it was the after-thought of the sound.

Aelar stood in a space now empty. The Scurriers, confused and frightened by a wall that struck back, hesitated. And in that moment of hesitation, Aelar had the time he needed. He gathered the tunnel’s true wind, and this time, he cast a spell that was a shout, and not a shield.

He wrote the spell down later in his great codex, with the scent of the storm woven into the page, so that others would not have to learn this lesson in the dark. He called it the Wall that Answers Back, though the name has smoothed over time.

The Moral of the Story: It is said that a wall that only stands will eventually fall. But a wall that strikes back creates its own space in which to endure. Therefore, the truest defense is not a passive thing, but a sharp and sudden answer.

Suggested conversions to other systems:


Dungeons & Dragons (5th Edition)

Resonant Shield 2nd-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round

High-Level Overview: This is a powerful, single-use defensive spell that serves as a significant upgrade to the 1st-level Shield spell, specifically against a single melee threat. It not only negates an attack but also provides a powerful tactical repositioning effect, making it a prized spell for casters who expect to be in close quarters.

Game Mechanics: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Resonant Retort: Additionally, if the triggering attack was a melee attack and it misses you, the attacker is struck by a concussive blast of wind. The attacker must make a Strength saving throw. On a failed save, the creature is pushed 10 feet directly away from you and is knocked prone.


Call of Cthulhu (7th Edition)

Aura of the Striking Wind Spell

Cost: 6 Magic Points; 1d3 Sanity points Casting Time: 1 round

High-Level Overview: This is a dangerous and potent Mythos spell that allows the caster to temporarily sheathe themselves in a protective, reactive gale. It is not a subtle effect and its unnatural nature is jarring to both witness and experience, making it a tool of last resort for an investigator who has delved too deep into forbidden elemental lore.

Game Mechanics: The caster spends a round weaving the air around them into a shimmering, barely visible barrier of violent currents. For the next 3 rounds, the caster is protected. Any physical attack roll (Fighting, Brawl, or Firearms) made against the caster suffers one penalty die.

Furthermore, the first time each round that an attacker misses the caster with a Fighting (Brawl) attack, the attacker is struck by a concussive blast. The attacker must succeed on a STR vs. the caster’s POW roll on the Resistance Table. If the attacker fails, they are thrown back 10 feet and are knocked prone, losing their next action as they recover their senses.


Blades in the Dark

Concussive Ward Ritual or Whisper Special Ability

High-Level Overview: This is not a common spell but a rare ability, either learned via a forgotten ritual or possessed as a signature skill by a Whisper attuned to the tempestuous side of the ghost field. It is a powerful defensive tool that allows a character to turn the tables on an aggressor, transforming a desperate defense into a tactical advantage by creating chaos and separation.

Game Mechanics: This would be represented as a Special Ability:

Resonant Ward: When you resist the consequences of a melee attack, you can choose to take 2 Stress instead of rolling. If you do, you completely negate the harm, and your attacker is thrown off their feet by a violent, unseen force. You inflict the Thrown Off-Balance temporary status on them and create a new situation: sudden separation from your attacker.


Knave (2nd Edition)

Spellbook of the Striking Gale Spellbook, 2 Slots

Casting: Once per day

High-Level Overview: In the world of Knave, this spell is not memorized but is contained within its own physical spellbook. It represents a significant defensive asset, a single-use “get out of jail free card” that can save a character from a powerful foe’s attack while simultaneously neutralizing the immediate threat. Carrying this book means sacrificing inventory space for a potent, once-a-day tactical advantage.

Game Mechanics: When you cast this spell, you create a shimmering shield of wind around yourself that lasts for 3 rounds.

  • Primary Effect: While the shield is active, you gain +4 Armor.
  • Secondary Effect: The first time a creature misses you with a melee attack while the shield is active, the spell immediately ends, and the attacker must make a Strength saving throw. If they fail, they are thrown 10 feet away from you and are knocked prone.

Fate Core System

Storm’s Rebuke

High-Level Overview: In Fate, a spell like this is a dramatic, narrative-altering moment. It’s not just a defense; it’s a statement. This is best represented as a powerful Stunt that allows a character to turn the tables on an attacker, spending a Fate Point to seize control of the situation and create a new tactical reality.

Game Mechanics: As a Stunt:

Storm’s Rebuke: Once per scene, you can spend a Fate Point to declare you are using Storm’s Rebuke when you are targeted by a melee attack. You gain a +2 bonus to your Defend roll against that attack. If your defense is successful, you not only avoid the attack but also automatically Create an Advantage on your attacker, inflicting the Aspect Blasted Back and Prone with one free invocation.


Numenera & Cypher System

Kinetic Rebound (Tier 2 Intellect-based Ability)

High-Level Overview: This is a low-tier ability for a character focused on kinetic or elemental manipulation, representing a foundational understanding of reactive force. It’s a valuable defensive tool for a character who may not be a primary melee combatant, allowing them to expend mental energy (Intellect) to create a brief, powerful defensive effect that punishes aggressive enemies.

Game Mechanics: Kinetic Rebound (2 Intellect points): You can activate this ability when a creature makes a melee attack against you. Your Speed defense task against this attack is eased. If the attack still misses, the attacker is struck by a concussive blast of force. The attacker must succeed on a Might defense task (difficulty 2) or be moved a short distance directly away from you and knocked prone. Enabler.


Pathfinder (2nd Edition)

Resonant Barrier SPELL 2 [UNCOMMON] [ABJURATION] [AIR] [FORCE] Traditions Arcane, Primal Cast [reaction] Trigger You are the target of a melee Strike. Range personal

High-Level Overview: This is a valuable 2nd-level spell for arcane and primal casters, prized for its action economy. It combines the defensive capabilities of the shield cantrip with a powerful control effect, allowing a caster to protect themselves and simultaneously disrupt an enemy’s positioning and turn, all for a single reaction.

Game Mechanics: You momentarily surround yourself with a shimmering barrier of compressed air. You gain a +2 circumstance bonus to your AC against the triggering Strike.

Critical Success The Strike misses you. The attacker is pushed 10 feet away from you and knocked prone. Success The Strike misses you. The attacker is pushed 5 feet away from you. Failure The spell has no effect on the Strike.


Savage Worlds Adventure Edition (SWADE)

Repel Power

Rank: Seasoned Power Points: 3 Range: Self Duration: Instant Trappings: A shimmering wall of wind, a loud clap of thunder, a transparent barrier of force.

High-Level Overview: This is a reactive power designed for casters who need a reliable way to fend off melee combatants. It embodies the “Fast, Furious, Fun” philosophy by creating a dramatic, turn-the-tables moment. An attack that should have been a hit is suddenly negated, and the aggressor is sent flying, completely changing the flow of combat.

Game Mechanics: This power is cast as a Reaction when the caster is successfully hit by a melee attack. The caster makes a Spellcasting roll opposed by the attacker’s Fighting roll result.

  • Success: The attack is negated.
  • Raise: The attack is negated, and the attacker is thrown 2d6″ directly away from the caster and becomes Shaken.

Shadowrun (6th Edition)

Concussive Barrier Combat Spell

High-Level Overview: This is a sophisticated combat spell, likely developed by an Evo corporate mage, that refines raw air magic into a tactical defensive tool. It’s favored by combat mages and bodyguards who need to create space in tight urban environments. It’s a physical spell, as it manipulates real air, making it effective against mundane threats but visible and potentially noisy.

Game Mechanics: Type: P Range: Self Duration: Sustained Drain: F – 2

When you cast this spell, you sustain a shimmering, barely visible barrier of compressed air around yourself. While this spell is sustained, you gain a +2 dice pool bonus to your Defense tests against melee attacks.

Resonant Retort: Additionally, the first time each combat round that an attacker fails a melee attack test against you, the barrier explodes outwards in their direction. The attacker must resist **(Force)**P damage with their Body + Armor, and they must make a Strength + Body (Force) test. If they fail this test, they are knocked prone and thrown 1d6 meters directly away from you. This concussive blast is audible and may attract unwanted attention.


Starfinder

Kinetic Retort Mystic 2, Technomancer 2

School: Abjuration Casting Time: 1 reaction, which you take when you are targeted by a melee attack Range: Personal Duration: Instantaneous

High-Level Overview: This is a 2nd-level spell that provides a potent, single-use defense against a melee attacker. It’s a staple for spellcasters who lack heavy armor, allowing them to turn an enemy’s aggression into a tactical blunder. The spell uses principles of kinetic energy conversion, making it a common choice for both mystics who command elemental forces and technomancers who manipulate fundamental universal laws.

Game Mechanics: You create a shimmering shield of invisible force that reacts to an incoming blow. You gain a +4 circumstance bonus to your AC against the triggering attack. If the triggering attack misses you, the shield unleashes a concussive blast against the attacker. The attacker must succeed at a Fortitude save or be pushed 10 feet away from you and knocked prone.


Traveller (Mongoose 2nd Edition)

Inertial Shunt Psionic Talent (Telekinesis)

High-Level Overview: This is not a spell but a psionic talent available to telekinetics who have honed their skills for personal defense. It’s a reactive display of fine control, where the psion creates a localized, high-gravity field to halt an attack and then inverts it to violently repel the attacker. It is a subtle but powerful tool for a psion caught in an unexpected melee.

Game Mechanics: Talent: Inertial Shunt Skill: Telekinesis Psi Cost: 3

The psion can use this talent as a reaction when they are hit by a melee attack. The psion makes a Telekinesis (Stun) DM+0 check opposed by the attacker’s attack roll.

  • If the psion succeeds: The attack is deflected and deals no damage.
  • If the psion succeeds with an Effect of 4 or more: The attack is deflected, and the attacker is also thrown 2d6 meters directly away from the psion and falls prone.

Warhammer Fantasy Roleplay (4th Edition)

Wind’s Rebuke Lore of Heavens Spell

CN: 6 Range: Self Target: Self Duration: 3 Rounds

High-Level Overview: This spell is a prayer to the Wind of Azyr, creating a protective ward that is both a shield and a punishment for those who would strike the caster. It’s a favorite of Celestial Wizards who find themselves in the press of melee, allowing them to use the enemy’s own aggression to create the space needed to cast more powerful magicks. The sound of the spell’s retort is often described as a miniature thunderclap.

Game Mechanics: You weave the Wind of Azyr into a shimmering, protective cloak of swirling air. For the duration of the spell, you gain +1 Advantage at the start of each of your turns as the winds guide your movements.

Retort: The first time a creature misses you with a melee attack while this spell is active, the cloak explodes outwards. The spell immediately ends, and your attacker must win an Opposed Strength/Agility Test against you. If they lose, they are thrown 1d10 feet away from you and gain the Prone Condition.