Greater Ward
| Greater Ward | |
|---|---|
| School | Restoration |
| Level | Adept |
| Magicka Cost | 86 per second |
| Casting | Concentration |
| Delivery | Self |
| Effect | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. |
| Duration | - |
| Perk | Adept Restoration (1) |
| Spell Tome | Spell Tome: Greater Ward |
| Game/DLC | Skyrim |
Greater Ward is the strongest ward spell in Restoration. While the caster holds it, a magic shield blocks up to 80 points of incoming spell damage and adds 80 points of armor. It is the best guard against enemy mages.
Greater Ward belongs to the middle and late game, once Restoration reaches the Adept rank. Colette Marence at the College of Winterhold sells the tome. It can also be a reward for the quest Pilgrimage.
Spell Tome
Greater Ward is learned by reading Spell Tome: Greater Ward. Colette Marence sells the tome. The spell is also taught during Pilgrimage.
How It Plays
Greater Ward is a concentration spell. While the caster holds it, a shield of magic absorbs incoming spells and adds to the armor rating. It needs about a second to charge to full strength, unless it is dual cast. A strong spell can break a ward that is still charging.
Each spell that hits the ward drains some of its strength, and the ward recovers on its own while it is held. A spell that is too strong shatters the ward and staggers the caster, though the spell itself does no harm. Late game mages cast strong and dual cast spells, which is why the strongest ward matters most at that stage.
The ward blocks magic only. Arrows and melee blows pass through it, and only the extra armor softens them. Against warriors, a shield or an armor spell does more.
Uses
Greater Ward is the best guard against necromancers, warlocks and other mages who rely on Destruction. A mage can hold the ward in one hand and answer with a Destruction spell from the other.
Wards also block dragon shouts, dragon breath and the poison spit of frostbite spiders and chaurus. A held ward even stops a disarm shout from knocking the weapon out of the caster's hand.
The shield Spellbreaker, a Daedric artifact, creates a ward of its own while blocking. It lets a warrior gain the same protection without spending magicka.
Perks and Training
The Adept Restoration perk halves the cost of Greater Ward. Ward Absorb turns spells that hit the ward into magicka, which helps the ward pay for itself. Wards cost a lot of magicka to hold, so cost reducing perks and gear matter more for them than for most spells.
Wards raise Restoration when they block real damage. Facing a dragon in a quiet spot and blocking its breath with a ward is a well known way to train the skill.
Cost and Value
Greater Ward costs 86 magicka for each second it is held at a skill of zero. That is the highest of the three wards, so it is best raised only when an enemy spell is on its way. Its 80 points stop all but the strongest spells of the most powerful mages.
Colette Marence sells the tome once Restoration reaches 40. It also appears in random loot from around level 23.
Quest Background
The quest Pilgrimage can award the tome. Alessandra, the priestess of Arkay in the Riften Hall of the Dead, asks for her ceremonial dagger to be taken to Andurs at the Hall of the Dead in Whiterun. Her reward is a Restoration spell tome, and a character with Restoration of 40 or more can receive Greater Ward.
Breaking Enemy Wards
Enemy mages use Greater Ward when they face a spellcaster. A strong spell breaks a ward that has not finished charging. A burst of heavy damage, a weapon, or a shock spell that drains the mage's magicka all get past the defense.
Gameplay Tips
The Ward Absorb perk turns spells that hit the ward into magicka for the caster.
Spell Categories
All Restoration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Healing | 12 per second | Concentration | Heals the caster 10 points per second. | |
| Lesser Ward | 34 per second | Concentration | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Fast Healing | 73 | Fire and Forget | Heals the caster 50 points. | |
| Healing Hands | 25 per second | Concentration | Heals the target 10 points per second, but not undead, atronachs or machines. | |
| Steadfast Ward | 58 per second | Concentration | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. | |
| Turn Lesser Undead | 84 | Fire and Forget | Undead up to level 6 flee for 30 seconds. | |
| Necromantic Healing | 37 per second | Concentration | Heals the undead target 10 points per second, but not the living, atronachs or machines. | |
| Sun Fire | 24 | Fire and Forget | Ball of sunlight that does 25 points of damage to undead. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Close Wounds | 126 | Fire and Forget | Heals the caster 100 points. | |
| Greater Ward | 86 per second | Concentration | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. | |
| Heal Other | 80 | Fire and Forget | Heals the target 75 points, but not undead, atronachs or machines. | |
| Repel Lesser Undead | 115 | Fire and Forget | All affected undead up to level 8 flee for 30 seconds. | |
| Turn Undead | 168 | Fire and Forget | Undead up to level 13 flee for 30 seconds. | |
| Heal Undead | 115 | Fire and Forget | Heals the undead target 75 points, but not the living, atronachs or machines. | |
| Stendarr's Aura | 248 | Fire and Forget | For 60 seconds, undead in melee range take 10 points sun damage per second. | |
| Vampire's Bane | 72 | Fire and Forget | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead. | |
| Poison Rune | 246 | Fire and Forget | Targets that fail to resist take 3 points of poison damage per second for 30 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Circle of Protection | 171 | Fire and Forget | Undead up to level 20 entering the circle will flee. | |
| Grand Healing | 254 | Fire and Forget | Heals everyone close to the caster 200 points. | |
| Repel Undead | 353 | Fire and Forget | All affected undead up to level 16 flee for 30 seconds. | |
| Turn Greater Undead | 267 | Fire and Forget | Undead up to level 21 flee for 30 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bane of the Undead | 988 | Fire and Forget | Sets undead up to level 30 on fire and makes them flee for 30 seconds. | |
| Guardian Circle | 716 | Fire and Forget | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. |