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About this mod

A magic ward overhaul. Customize magnitude, cost, charge rate and absorption rate. Block melee weapons with your ward. Break your enemy's ward with your weapons. Protect yourself from arrows. Make shouts pass through wards. Play with new expert and master level wards.

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Wards Functionalities Extended:

Foreword: how wards work in vanilla and what's wrong with them:

Magic wards are defensive Restoration spells that protect the caster against other spells. They are concentration spells, which means that the caster has to keep casting them to work and have a constant magicka cost.
Wards in Skyrim have two effects:
    1: they add armor point to the caster equal the the magnitude of the ward.
    2: the caster accumulates "wardpower" points to a maximum equal to the magnitude of the ward, at a rate dictated by the "fMagicWardPowerMaxBase" game setting. When a spell hits a ward, the magnitude of the spell is subtracted from the wardpower value. If it falls to 0, the ward is broken. If not, the ward recharges itself.

So, what's wrong with them?
First, they are extremely expensive. The novice level "lesser ward" costs more than twice a novice level Destruction spell like flames. The "Ward Absorb" perk which is supposed to mitigate this by absorbing magicka when a ward is hit by a spell does next to nothing because it absorb only 25% of the spell cost.

Secondly, wards are underpowered, for two reasons. Their magnitude is too low: a novice ward can only absorb about 5 second of a flames/frostbite/sparks spell. An adept ward ("greater ward") can only absorb two or three fireballs. Also, expert and master level wards are missing, meaning that wards are useless against higher level spells.

Thirdly, wards only interact with magic. They provide no meaningful way for mages to protect themselves from ranged and melee weapons (the ward armor points bonus does next to nothing). They are also pretty annoying to melee users (at least visually), as enemy mages tend to cast their ward in your face and you have no way to break them.

Lastly, shouts are treated as any other spell by wards, archiving a very anticlimactic effect for what is supposed to be an ancient a powerful magic. Very often, a novice mage will block a powerful shout with a tiny ward and laugh at the face of the Dragonborn.


  • Customize wards magnitude, cost, recharge rate and absorption rate.
This mod comes with a mod configuration menu (MCM) allowing you to customize just about every value regarding wards.
You can chose independent multiplier for magnitude, Magicka cost, charge/recharge rate, and the absorption rate for the "Ward Absorb" perk. The mod default values are what I recommend to improve wards based on the previous paragraph.

  • Wards can block and interact with melee weapons.
This option is togglable in the MCM. This works for the player and NPCs.
You can choose if casting a ward count as blocking. When blocking with a ward, damage is calculated with the same formula than blocking with a weapon:
Blocked Damage % = (30 + 0.2 x EnemyWeaponBaseDamage x (1 + BlockSkill x 1.5 / 100)) x (1 + Shield Wall perk) x (1 + Enchantment1 + Enchantment2 + Enchantment3) x (1 + Potion)
Blocking damage reduction will depend on your Block skill and perks but not your armor. (Normal armor damage reduction still apply on the remaining damage, as always.) Blocking with ward will cost you Stamina (as well as the usual ward Magicka cost) and earn you both Restoration an Block experience. More info about Block here. The ward deflection sound will play when a ward is hit by a melee weapon.
Melee weapon can inflict damage to wardpower. You can set a multiplier for this in the MCM. This means that melee weapons can break wards. Restoration experience earned while blocking will depend on wardpower damage.

  • Wards can interact and protect you from arrows and bolts.
This option is togglable in the MCM. Due to Ck/engine limitations this works for the the player only.
When blocking with a ward, you can set a multiplier for damage taken by arrows/bolts passing though your ward. You can set the damage multiplier from 0 to 1.0 and but I recommend putting higher than 0 as your character will still make a hurt sound when hit (and bleed). The ward deflection sound will play when your ward is hit by an arrow/bolt.
Arrows/bolts can inflict damage to wardpower. You can set a multiplier for this in the MCM. This means that arrows/bolts can break wards. Restoration experience earned will depend on wardpower damage.

  • Adds missing expert and master level wards.
"Eminent Ward" is a new expert level ward spell, that is the same in every way than other wards, with a higher magnitude and higher cost. The equivalent magic spell book is added to the correct leveled lists, so you will find it naturally like other spell books.
"Master Ward" is a a Master level ward spell. Contrary to its predecessors, it's a "fire and forget" spell which means you don't have to maintain your focus to keep the ward up. "Master Ward" casts a protecting barrier all around you, granting you immunity to spells and weapons as long as your ward is not broken, for a maximum of 90 seconds. If you toggle weapons-ward interactions off, it will only protect you from spells. As with all master level spells, it takes a long time to cast and costs a lot of Magicka. The corresponding spell book can be purchased from Colette Marence (after the Restoration ritual spell quest has been completed, like for other master level spells).

  • Shouts can break and pass through wards.
This option is togglable in the MCM. You can set the amount of damage a shout does to wards in MCM. If the shouts breaks the ward, the ward caster will be affected by the shout like it passed through it. This works for the player and NPCs.

Requirements & (Un)Installation:

You need the latest version of Skyrim Special Edition.
You need the latest version of Skyrim Script Extender SE build (SKSE64).
You need SkyUI Version 5.2SE+ for the configuration menu to work.
Installation as usual. Install with your favorite mod manager or manually in the data folder.
Before uninstalling, I recommend changing the settings to vanilla values through the configuration menu then saving your game.
Uninstall by removing the mod files either manually or with your favorite mod manager.

Compatibility & Load Order:

This mod is not compatible with any mod that changes the wards such as "Better Wards" and "More Wards".
A patch for "Holy Wards - a retexture" is available in the download page.
A patch for "Ordinator - Perks of Skyrim" is available in the download page.
A patch for "YASH - Yet Another Skyrim Hardcore mod" is available in the download page.
Concerning the "shouts break wards option": vanilla shouts values are applied to the ward caster when his ward is broken. This means:
    1: shouts that have their value changed by a mod will apply vanilla values to the ward caster.
    2: shouts added by other mods will not be recognized by the mod and will behave like regular spells. This mainly concerns "Thunderchild - Epic Shouts and Immersion" for which I'm considering making a patch, depending on how many people ask.
Combat overhauls (Wildcat, Smilodon, Deadly Combat) are compatible. Timed blocking with a ward may or may not work depending on the mod (it's not for Wildcat) and tends to be difficult to pull off due to the casting animation being slower.
If you have a doubt, check with SSEEdit for conflicts.
If you see any conflict and can't do a compatibility patch yourself, post a request in the comments. I'll look into it, but no promises.


Spellbreaker is not affected in any way.
Blocking perks should work with ward if they work with weapons. Shield only perks will not work with wards.


Bethesda Softworks for making TESV:Skyrim and the Creation Kit.
All members of the xEdit team.
All members of the SKSE team.
Tyler Hill for uploading my video to youtube.


This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anywhere, as long as it is for non-lucrative purpose.

My Other Mods:

Economy Overhaul and Speechcraft Improvements
Alchemy Potions and Ingredients Adjustments
Enchanting Adjustments and Price Bug Fix
Selective Transmute
Unlocking Shouts Costs One Soul