As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Will saving throw.
On a failed save, it takes 1d4 psychic damage, its speed is halved while in the area, and the target has disadvantage on any attack roll while in the area.
On a successful save, it takes half as much damage, but incurs no other effects.
The guardian spirits that aid you provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana or psi expended to cast this spell and the attacker takes psychic damage equal to double the mana or psi expended to cast this spell.
You can increase the damage by 1d4 for each additional mana or psi expended.