Glimmering Ward

UncommonAbjuration, Divine

Gives a chance to reflect magical damage given by a spell or weapon.

When its last active effect on you ends, the log shows “Ended Glimmering Ward”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.

Mana
36 → 48 (+50% at first)
Action points
40
Duration
6 → 10 turns
Delivery
Target
Target
Yourself
Tier proficiency
3
Reference build can cast from
Level 1 (Cleric, Abjuration 1)
Chance to learn
6% → 100%

Effects

EffectFirst castableLevel 1, Abjuration 1At its bestLevel 50, Abjuration 10
Reflect Magical Damage EffectsOn you8% chance for 6 turns38% chance for 10 turns
Cast by a Cleric, the class that can take Abjuration furthest. Its casting attribute (Wisdom) was 4 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

Cast in a test arena at its best: spent 48 mana; caster gains Reflect Magical Damage Effects 38% chance for 10 turns; placed: Glimmering Ward attached to the caster (the scene shows it and applies any contact effects; see Effects).

Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.

Who can learn it

ClassAbjuration capStanding
Mage10Reaches the tier
Cleric10Reaches the tier
Paladin6Reaches the tier
Druid6Reaches the tier
Bard5Reaches the tier
Monk5Reaches the tier
Ranger4Reaches the tier
Spell Sword4Reaches the tier
Shaman4Reaches the tier
Thief2Below tier: needs 3, costs more mana, hard to learn
Warrior1Below tier: needs 3, costs more mana, hard to learn
Barbarian1Below tier: needs 3, costs more mana, hard to learn