Ward Spell

Wards are defensive, location based area of effect spells available to Elementalists. Wards are placed at the location of the caster when he/she finishes casting the ward spell. They cannot be moved or removed, and any non-spirit located within the ward will be affected by the it. In PvE, the glowing circle is represented by a glowing red circle, as shown below. In PvP, the circle is the colour of the team that cast it. Wards affect allies or foes, but not both. Because they cannot be removed once cast, they are far more reliable than hexes or enchantments for stationary battles. Finally, the effects of different, overlapping wards stack on characters and creatures within range,



The wards available are:
 * Ward Against Elements (increases armor against elemental damage)
 * Ward Against Foes (slows enemies by 50%)
 * Ward Against Melee (50% chance that allies will evade melee attacks)
 * Ward Against Harm (Elite ward, increases armor against all types of damage)
 * Ward of Stability (allies protected by this ward cannot be knocked down)