You are one with the wind, and may use it to attack and defend with equal potency.
As a Half Action, you may spend 2 MP to create a powerful gale in a 30 ft. cone, originating from your position. Creatures struck by the Gale must make a Fortitude save or fall Prone. Creatures who fail the save are also pushed away from you, by 1 ft. for every point by which they fail (round down to the nearest 5 ft. increment, minimum 0).
Flying creatures are knocked to the ground by this spell, and receive a -4 penalty on their saving throw, if their Size is Large or less.
You may spend 5 MP to transform into pure air to avoid attacks as an Immediate Action, when you would be subjected to taking damage. Until your next turn, you cannot be attacked or targeted in any way, you do not take up space, and any emanations from Talents, Spells, or similar effects ceases to occur for the duration.
Whilst in this form, you cannot act. When your turn arrives, you may re-form in any space which you can occupy within 15 feet of your original location. Any emanations and similar effects likewise resume when you reform, as long as their duration did not expire.
You gain Electricity Resistance equal to your Caster Level + 10. Additionally, whenever your are subjected to electricity damage, you may store it within yourself and turn it back against your enemies. When subjected to electricity damage, you gain a “charge” of electricity equal to the damage mitigated by your Electricity Resistance. As a Swift Action, you may attack with the stored charge as a melee touch attack, or as a ranged touch attack within 60 feet. The damage dealt is equal to the amount of charge stored. This ability is not subject to counterspelling or spell resistance, as if you had struck the enemy with an electricity-aligned Magic Weapon.
You may never store more charge than what your total resistance provides. Charge dissipates after a number of rounds equal to your Secondary Attribute Modifier.