Elementara
Guarding Winds
2-level Abjuration
Casting Time: 1 bonus action
Range/Area: Self (10-ft. radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You call forth a gust of wind that surrounds you and
your allies, purifying the air and protecting you from
harm. Until the spell ends, cleansing winds form
around you in a 10-foot radius, moving with you. Each
non-hostile creature within the winds (including you)
has advantage on saving throws against effects that
would deal poison or fire damage, as well as on saving
throws against poison and disease.
In addition, any hostile creature that enters the
winds for the first time on a turn or starts its turn
within the winds must make a Strength saving throw.
On a failed save, the creature takes 1d6 bludgeoning
damage and is pushed 10 feet away from you. On a
successful save, the creature is unaffected.