|Number of skills||15|
Elementalists can cast wards, which create a protected area around themselves and their allies. These wards have varying effects depending on which spell an Elementalist casts, including: increased protection from elemental damage, increased ability to evade melee attacks, and causing all enemies to move slower while within the ward. When an ally casts a ward, stay within its radius to gain the benefit of its protection. On the other hand, you will notice that when an enemy casts a ward, it is more difficult to defeat that enemy while it remains within the ward's radius.
A ward is a spell that affects a stationary area. Wards can have many different types of effect but are always defensive in nature.
— Kadirah, Expert Elementalist
Skill Type. A Ward spell is a type of spell that creates a long lasting, magical, area of effect centered at the caster's original position. The ward is visible as a glowing ring. In PvE, the color of the ring is red; in PvP, it is the color of the team. Elementalist wards provide protection or support for allies while other wards cause other effects as well.
- Self-targeting and rangeless; the effect always appears at the caster's initial location.
- The area of effect is in the area.
- Always have an effect while active; some also have an end effect.
- Affects either allies or foes, never both.
- Like all spells, they
- Require energy.
- Have both an activation and recharge time.
- Suffer a aftercast delay. ¾ second
- Since wards cannot be removed once they take effect, they are more reliable than hexes and enchantments when engaged in a hold-the-line type of stationary battles.
- Most wards are connected to the Elementalist's Earth magic attribute. There is one Fire Magic ward, one Water Magic ward, one PvE-only Fast Casting ward, and several Guild Wars Eye of the North PvE-only wards based on titles.
List of ward spells
|Banner of the Unseen||Ward Spell. (5 seconds.) Heals all allies in its area for 25 each second. End effect: heals for 100.||15||1||10||Z||Bonus Mission Pack|
|Ebon Battle Standard of Courage||Ward Spell. (14...20 seconds.) Allies in this ward have +24 armor and +24 more armor against Charr. Spirits are unaffected.||10||1||20||Ebon Vanguard rankZ||Eye of the North|
|Ebon Battle Standard of Honor||Ward Spell. (14...20 seconds.) Allies in this ward deal +8...15 damage and +7...10 more damage against Charr. Spirits are unaffected.||10||1||20||Ebon Vanguard rankZ||Eye of the North|
|Ebon Battle Standard of Wisdom||Ward Spell. (14...20 seconds.) Spells that allies in this ward cast have a 44...60% chance to recharge 50% faster. Spirits are unaffected.||10||1||20||Ebon Vanguard rankZ||Eye of the North|
|Ebon Vanguard Battle Standard of Power||Ward Spell. (20 seconds.) Allies in this ward deal +15 damage and have +24 more armor. Spirits are unaffected.||10||1||20||Z||Prophecies|
|Radiation Field||Ward Spell. (5 seconds.) Causes -4...6 Health degeneration to foes in the area. End effect: inflicts Disease condition (12...20 seconds) to foes in the area.||15||2||12||Asura rankZ||Eye of the North|
|Teinai's Heat||Ward Spell. (10...14...15 seconds.) Causes -2...4...5 health [sic] degeneration. Weakened foes in the ward attack 33% slower. Disabled for 20 seconds.||15||1||20||Fire MagicZ||Factions|
|Time Ward||Elite Ward Spell. (3...13...15 seconds.) Allies in this ward cast spells 15...19...20% faster and recharge skills 15...19...20% faster. Allied spirits are not affected. PvE Skill||10||2||30||Fast CastingZ||Core|
|Ward Against Elements||Ward Spell. (8...18...20 seconds.) Allies in this ward have +24 armor against elemental damage. Spirits are unaffected.||15||1||20||Earth MagicZ||Prophecies|
|Ward Against Foes||Ward Spell. (8...18...20 seconds.) Foes in this ward move 50% slower.||15||1||20||Earth MagicZ||Core|
|Ward Against Harm||Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 20 seconds.||15||1||20||Water MagicZ||Prophecies|
|Ward Against Harm (PvP)||Elite Ward Spell. (5...13...15 seconds.) Allies in this ward have +1...3...3 Health regeneration, +12...22...24 armor, and +12...22...24 additional armor against elemental damage. Spirits are unaffected. This spell is disabled for 30 seconds.||15||1||30||Water MagicZ||Prophecies|
|Ward Against Melee||Ward Spell. (5...17...20 seconds.) Allies in this ward have a 50% chance to block melee attacks. Allied spirits are not affected.||15||1||30||Earth MagicZ||Core|
|Ward of Stability||Ward Spell. (10...22...25 seconds.) Allies in this ward cannot be knocked-down. Allied spirits are not affected.||10||1||30||Earth MagicZ||Factions|
|Ward of Weakness||Ward Spell. (5...17...20 seconds). Inflicts Weakened condition (5...17...20 seconds) to any foes that take elemental damage in this ward.||10||1||20||Earth MagicZ||Eye of the North|
- Despite Kadirah's assertion (above), after the introduction of other wards in Eye of the North and the September 13th 2012 update, ward spells are no longer entirely defensive in nature.