Greater Ward

, of the Restoration school, is an Adept level spell. It is used as a magic shield for blocking spells, and reducing physical damage by increasing armor class. The shield does not block arrows or swords; only spells and other magical attacks are counted for the damage absorbed.

Attributes

 * Weight: N/A
 * Value: N/A
 * Form ID: N/A

Bugs

 * There is a way that this spell (and possibly any of the other wards) can be held up indefinitely. First, assign it to one of your hands. Then, in the other hand, assign a one-shot projectile Destruction spell, such as Incinerate, Ice Spike, Firebolt, etc. Cast the ward for a few seconds, giving it the time to fully charge. Once it has, charge up and fire off your selected Destruction spell. Almost immediately after doing so, go to sheathe your spell, except keep the ward's respective button held down. The result should be that the dragonborn is merely standing there, empty-handed, with a ward projected before himself/herself. The timing is a bit strange at first, but getting the hang of it is reasonably easy.
 * There are some benefits to this, such as the fact that while the ward is up, it doesn't deplete magicka, allowing for some affordable cover from hostile spells or dragon fire. However, this causes the magicka meter to remain static- meaning to say that while you have the ward up, your magicka won't regenerate. Simply release the ward when convenient, and magicka will begin to regenerate again like normal.
 * Despite the fact that you're not actually "wielding" the spell, the dragonborn is still restricted to a jog, and cannot sprint.
 * Though there are instances that this bug may be of use (I suppose it would be up to you to determine which situations specifically), it's generally not an effective tactic in the middle of a fight, considering that the dragonborn will be stuck on the defensive- empty-handed and unable to retaliate.
 * There is a bug that, if you do it right, will make the walking/running animation fail. First, equip ward (it does not matter which variation) in both hands and DO NOT cast them at the same time, but one after the other. Only put them up for half a second, while being detected in sneak mode. Then, just after you lower your hands (not sheath) start walking. It takes a few tries, but eventually it will make the walking/running animation not play. Make sure that the actual ward animation does not play, but it only makes your hands go up. If that does not work, try letting the animation play so the ward just comes out of your hands.