Guardian Circle
| Guardian Circle | |
|---|---|
| School | Restoration |
| Level | Master |
| Magicka Cost | 716 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. |
| Duration | 60 seconds |
| Perk | Master Restoration (1) |
| Spell Tome | Spell Tome: Guardian Circle |
| Game/DLC | Skyrim |
Guardian Circle is the Master version of Circle of Protection. It draws a circle on the ground for 60 seconds. Any undead up to level 35 that steps inside flees, and the caster heals 20 points of health every second while standing in it.
Guardian Circle is an end game spell. Colette Marence sells the tome at the College of Winterhold once the Restoration Ritual Spell quest is done. Bane of the Undead, the other Master Restoration spell, is the reward for that quest itself.
Spell Tome
Guardian Circle is learned by reading Spell Tome: Guardian Circle. Colette Marence sells the tome.
How It Plays
Guardian Circle is a ritual spell that needs both hands and a long cast. Once cast, the circle stays on the ground where it was made. The caster can step out and back in, and the circle keeps running for its full minute.
The circle does two jobs. Undead that walk into it are turned and run away in fear for 30 seconds. The caster also heals 20 points every second while inside. The healing is for the caster alone.
The spell suits a fight in a draugr crypt or against a pack of vampires. The caster can hold the circle as a safe island while the undead flee around it. A ranged attacker, such as an archer or a Destruction mage, gets the most from that safe spot.
The healing inside the circle matches what a dual cast Healing spell gives, without tying up either hand once the circle is down. A dual cast circle lasts more than twice as long, at a little over two minutes.
The spell is one of the strongest ways for a Restoration mage to turn a losing fight around. Fleeing undead, steady healing and free hands for a weapon or a Destruction spell all come with one cast.
Compared with Circle of Protection
Circle of Protection is the Expert version. It turns undead up to level 20 and has a shorter cast. Guardian Circle reaches undead up to level 35 and adds steady healing on top. The Master spell costs much more magicka for those extras.
The healing of Guardian Circle stays fixed at 20 points per second. Unlike every other healing spell, it ignores the Regeneration and Respite perks.
Perks and Builds
Guardian Circle is one of only two Master spells that can be dual cast, together with Dragonhide in Alteration. Dual casting with the Restoration Dual Casting perk stretches the duration to well over two minutes. The Master Restoration perk halves its large magicka cost.
The Necromage perk makes the circle stronger against undead. A vampire with Necromage gets a longer circle as well, since spells cast on an undead caster grow stronger.
Quest Background
The Restoration Ritual Spell quest opens once Restoration reaches 90 and the College quest Good Intentions is done. Colette Marence says the Master spells of her school are guarded by the Augur of Dunlain. The Augur lives deep in the Midden beneath the College, and his approval is needed first.
The Augur sets a hard test. The caster steps into his light and loses every weapon, piece of armor and potion. Three ghosts then appear one after another, attacking with Destruction magic. They cannot be harmed, so the only way through is to survive with healing spells and wards. Sneaking, Invisibility or strong magic resistance make the test much easier.
After the test, the Augur grants Bane of the Undead directly. Colette then sells the Guardian Circle tome.
Levelling Restoration
Guardian Circle can be cast anywhere for Restoration experience, even with no enemy nearby. Most healing spells only give experience when they restore lost health. A mage can cast the circle while travelling to raise the skill a little at a time.
Gameplay Tips
A caster with Spell Absorption, such as from the Atronach perk or the Atronach Stone, regains magicka while standing in the circle.
Notes
Because of a bug, Colette Marence may fail to stock the tome after Restoration Ritual Spell.
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. |