Lesser Ward
| Lesser Ward | |
|---|---|
| School | Restoration |
| Level | Novice |
| Magicka Cost | 34 per second |
| Casting | Concentration |
| Delivery | Self |
| Effect | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
| Duration | - |
| Perk | Novice Restoration (1) |
| Spell Tome | Spell Tome: Lesser Ward |
| Game/DLC | Skyrim |
Lesser Ward is the first ward spell in Restoration. While the caster holds it, a magic shield blocks up to 40 points of incoming spell damage and adds 40 points of armor. Steadfast Ward and Greater Ward are the stronger versions.
Spell Tome
Lesser Ward is learned by reading Spell Tome: Lesser Ward. Calcelmo, Colette Marence, Falion, Farengar Secret-Fire, Madena, Nelacar, Riverwood Trader, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome. The spell is also taught during First Lessons.
Location
Every new student learns the spell during First Lessons at the College of Winterhold. Tolfdir teaches it in a lecture on magical safety in the Hall of the Elements. A copy of the tome also lies in Alftand.
How It Plays
Lesser Ward is a concentration spell. While the caster holds it, a glowing shield of magic hangs in front of the caster. The ward needs about a second to charge to full strength. During that time a strong spell can still break through.
Incoming spells hit the ward instead of the caster. Each spell drains some of the ward's strength, and the ward regains strength on its own while it is held. If a spell is too strong, it shatters the ward and staggers the caster, though the spell itself does no harm. The armor bonus helps a little against blades too, but the ward itself does not stop arrows or blows.
A mage often holds a ward in one hand and a Destruction spell in the other. The ward soaks up the enemy mage's spell, and the other hand answers with fire, frost or lightning.
Dual casting brings the ward to full strength at once, with no charge time. That makes a dual cast ward the safer choice when a Fireball is already in the air. A ward that breaks under a spell leaves the caster unharmed but staggered.
Surprising Uses
Wards block dragon shouts. A draugr's Unrelenting Force hits the ward instead of throwing the caster across the room. Even a Lesser Ward can stop a disarm shout.
Wards are also very strong against dragon breath. The game treats a breath attack as many small hits rather than one large one. A held ward keeps regaining strength between those hits, so even a Lesser Ward can hold back the breath of a powerful dragon.
The poison spit of frostbite spiders and chaurus counts as a spell in the game. A ward blocks it as well.
First Lessons
Every new student learns Lesser Ward at the College of Winterhold. In First Lessons, Tolfdir gives a lecture on magical safety in the Hall of the Elements. He teaches the ward and asks each student to hold it while he casts at them.
Tolfdir sums up the spell in his lecture. He warns that "the key to wards is that they take time to charge," and that holding one can quickly drain the caster's magicka. He teaches the ward even though Alteration, not Restoration, is his own subject at the College.
Perks and Training
The Novice Restoration perk halves the cost of the ward. Ward Absorb turns spells that hit the ward into magicka. Wards cost a lot of magicka to hold, so cost reducing gear and perks help a great deal.
Wards train Restoration when they block real damage. Blocking a dragon's breath in a quiet spot, with no other enemies around, is a well known way to raise the skill.
Ward Absorb restores a quarter of the magicka of each spell that strikes the ward. Against an enemy mage who keeps casting, the ward can pay for much of its own cost. Court wizards and general goods merchants also sell the tome, so it is easy to replace or to learn before reaching the College.
Breaking Enemy Wards
Enemy mages raise wards of their own when they face a spellcaster. A strong spell such as Fireball 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. |