If you beat the DC by 10 or more, you can maintain concentration on the spell as a swift action (see Swift Actions and Immediate Actions, page 137). Ice Ward gives Frost Nova 2 charges. Chrono Shift is the only talent with a benefit for raiding and Mythic+. Meaning, although the Ward doesn't get resistances and the like, hitting a Ward doesn't force a Wizard to make a concentration check. In my view the arcane ward is not a barrier, it is a strand of magic that absorbs damage (any type of damage) but that is all. Memory of the Infinite Arcane: Arcane Harmony: The Manastorms, De Other Side: Memory of an Arcane Bombardment: Arcane Bombardment: Torghast, Tower of the Damned, Skoldus Hall, Layer 3+ Memory of a Siphoning Storm: Siphon Storm: Sludgefist, Castle Nathria: Memory of the Triune Ward: Triune Ward: The Great Vault This is because in order to regularly gain the Arcane Ward from the Abjuration School, you need to constantly cast Abjuration Spells. Using this ability is a free action, but if you fail the Concentration check, you lose concentration on the maintained spell and its effect ends. And you can still use this with Arcane Deflection. That’s a huge boon, though talk to your GM about if you can use the Concentration effect afterwards. Ring of Frost places a ring that can freeze up to 10 targets for 10 seconds at the targeted location, broken by damage. Also, the Arcane Ward reduce your effective Concentration DC check: if an enemy is attacking your wizard with 40 damage and your ward can absorb 20 of that, an eventual Concentration check get a DC 10 (40-20= 20 damage. That could give you a +6 on a Saving Throw, and you’re just spamming Cantrips at this point anyways. If the Concentration check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction. I would like to mention that with Arcane Ward you don't have to make concentration checks if the damage didn't get pass throu the ward. - The Arcane Ward technically is it's own entity that takes damage for the Wizard first, as per this (much like Mirror Image, infact). Abjuration Spells do not need to be cast all that often, and even then the Ward you gain is not overly strong. Compare Arcane Ward to Animate Dead (4 AC 18 armored zombies with close to 40 effective HP, for a single 3rd level spell slot and no concentration requirement) and a free 16 HP per distinct combat at level 6 via Arcane Ward looks pretty mild. 8. Which is different from how it functions in-game. Tier 6 (Level 45) Talents for Arcane Mage? Arcane Deflection isn’t too specific about it. Otherwise that is quite a powerful ability wouldn't it give the caster virtual immunity to any effect from melee until the ward is gone. When the freeze ends, the targets will be slowed by 65% for 4 seconds. No concentration check is required because only if you take damage from an attack do you need to roll concentration checks. All for holding onto a Concentration effect!