Steadfast Ward
| Steadfast Ward | |
|---|---|
| School | Restoration |
| Level | Apprentice |
| Magicka Cost | 58 per second |
| Casting | Concentration |
| Delivery | Self |
| Effect | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. |
| Duration | - |
| Perk | Apprentice Restoration (1) |
| Spell Tome | Spell Tome: Steadfast Ward |
| Game/DLC | Skyrim |
Steadfast Ward is the Apprentice ward spell in Restoration. While the caster holds it, a magic shield blocks up to 60 points of incoming spell damage and adds 60 points of armor. It sits between Lesser Ward and Greater Ward in strength.
Spell Tome
Steadfast Ward is learned by reading Spell Tome: Steadfast Ward. Calcelmo, Colette Marence, Falion, Farengar Secret-Fire, Madena, Nelacar, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome.
Location
One copy of the tome can be found in Labyrinthian.
How It Plays
Steadfast Ward is a concentration spell. While the caster holds it, a shield of magic absorbs incoming spells. It needs about a second to charge to full strength, and a strong spell can break it during that time. Dual casting brings it to full strength at once.
Each spell that hits the ward drains some of its strength. The ward recovers on its own while it is held. A spell that is too strong shatters the ward and staggers the caster, but the spell does no damage.
The ward blocks magic only. Arrows and melee blows pass through, though the extra armor rating softens them a little. It is the right tool against enemy mages, not against a bandit with an axe.
Compared with the Other Wards
Lesser Ward, the Novice spell, blocks up to 40 points. Greater Ward, the Adept spell, blocks up to 80 points. Steadfast Ward sits between them. As enemy mages grow stronger, their spells break weaker wards more easily, so a ward has to keep pace with them.
Wards cost a lot of magicka to hold for long. Steadfast Ward is cheaper than Greater Ward, which makes it the better choice against weaker mages in the middle of the game.
Uses
Wards block dragon shouts, dragon breath and the poison spit of frostbite spiders and chaurus. A mage with a ward up can face a dragon without being thrown about by its shouts. The ward regains strength between the many small hits of a breath attack.
Perks and Training
The Apprentice Restoration perk halves the cost of Steadfast Ward. Ward Absorb turns spells that hit the ward into magicka for the caster. With that perk, a ward can pay for itself against an enemy mage who keeps casting.
Wards raise Restoration when they block real damage. Blocking spells in short bursts during a fight trains the skill quickly in the early and middle game.
Cost and Value
Steadfast Ward costs 58 magicka for each second it is held at a skill of zero. Lesser Ward costs 34 and Greater Ward 86. Steadfast Ward strikes a good balance between strength and cost.
Ward Absorb restores a quarter of the magicka of each spell that strikes the ward. With that perk, a Steadfast Ward held against a dragon's breath on the hardest difficulty can block the whole attack and refund part of its cost.
Court wizards sell the tome along with Colette Marence, and it turns up in chests from the early levels. The stronger Greater Ward is sold only at the College.
Breaking Enemy Wards
Enemy mages raise Steadfast 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.
The shield Spellbreaker gives a stronger version of the same protection. While a character blocks with it, it raises a ward that stops up to 50 points of spell damage without any magicka.
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. |