List of Spells Θ
Echoes for 5E provides a list of spells that have been meaningfully modified from their SRD 5.2 counterparts or added anew. You can directly consult the SRD 5.2 documentation for those not listed here.
As of version Alpha 0.8.7, Cantrips and Tier 1 Spells have been reviewed.
For rules about Spellcasting see the corresponding section.
Spell Adaptation Rules
The following rules can be applied to SRD 5.2 spells not listed here to convert them to Echoes for 5E.
- Saving Throws.
- A spell that in SRD 5.2 imposes a Strength or Dexterity saving throw, imposes a Constitution saving throw in Echoes instead.
- A spell that in SRD 5.2 imposes an Intelligence or Charisma saving throw, imposes a Wisdom saving throw in Echoes instead.
- Damage Using a Higher Level Spell Slot. When casting a spell using a higher level spell slot increases its number of damage dice in SRD 5.2, casting that spell using additional Empowering Points in Echoes increases both the number of damage dice and adds 1 to that damage for each additional EP spent.
- Extended Duration. A spell in Echoes lasts for 1 hour when all of the following conditions are met in SRD 5.2:
- The spell requires concentration;
- The spell lasts for 10 minutes;
- The spell cannot be cast as a Ritual;
- The spell does not directly impact HP (i.e. doesn't deal damage nor heals).
Abjuration
Warding Veil Σ
Abjuration (INT or CHA) Cantrip
- Casting Time: Reaction, which you take when you are hit by an attack roll
- Range: Self
- Component: V, S
- Duration: Instantaneous
An imperceptible veil of magical force protects you against the triggering attack, increasing your AC by 2 until the end of the attacking entity's turn.
Resistance Δ
Abjuration (INT or CHA) Cantrip
- Casting Time: Action or Ritual (1 minute)
- Range: Touch
- Component: V, S
- Duration:
- When casted as an Action: Concentration, up to 1 minute
- When casted as a Ritual: When the effect is triggered, up to 1 minute
You touch a willing entity and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the entity takes damage of the chosen type before the spell ends, the entity reduces the total damage taken by 1d4. An entity can benefit from this spell only once per enemy's turn, or once per the target entity's round if the source of the damage is not an enemy.
Cantrip Upgrade. The damage reduction increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).
Conjuration
Wingflap Σ
Conjuration (INT) Cantrip
- Casting Time: Reaction, which you take when you are falling
- Range: Self
- Component: V, S
- Duration: Instantaneous
You conjure a pair of spectral wings that flap right before you touch ground. If you have wings of your own, you may use them instead.
You take one less d6 Bludgeoning damage from falling and you do not land Prone unless you choose to.
Divination
Guidance Δ Θ
Divination (INT or CHA) Cantrip
- Casting Time: Reaction
- Range: 20 ft | 6 m
- Component: V, S
- Duration: Instantaneous
You channel magical insight to a willing entity who failed an Ability Check. That entity can roll a d4 and add the number rolled to the check, potentially turning it into a success. Once the entity benefits from this spell—turning the roll into a success—they cannot be affected by Guidance until they complete a Short or Long Rest.
True Strike Δ
Divination (INT or CHA) Cantrip
- Casting Time: Action
- Range: Self
- Component: V, M (a weapon with which you have proficiency and that is worth 1+ CP)
- Duration: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Enchantment
Vicious Mockery Δ
Enchantment (CHA) Cantrip
- Casting Time: 1 Action
- Range: 60 ft | 18 m
- Component: V
- Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and subtract 1d4 from the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Weakening Sign Σ
Enchantment (CHA) Cantrip
- Casting Time: Action
- Range: 30 ft | 9 m
- Component: V, S
- Duration: Concentration, up to 1 minute
You weave a faint enchantment in an unmistakable gesture directed at an entity you can see within range. The target must succeed on a Wisdom saving throw or subtract 1d4 from the next Constitution saving throw it makes before the spell ends. The spell lasts for its duration or as soon as the target fails a Constitution saving throw.
Evocation
Eldritch Blast Δ
Evocation (INT or CHA) Cantrip
- Casting Time: 1 Action
- Range: 120 ft | 36 m
- Component: V, S
- Duration: Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d8 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Note: Echoes for 5E reduces the damage from 1d10 to 1d8 Force, since the spell is available to everyone (vs SRD 5.2 only Warlocks) and Force is a very hard to resist damage type.
Shocking Grasp Δ
Evocation (INT or CHA) Cantrip
- Casting Time: 1 Action
- Range: Touch
- Component: V, S
- Duration: Instantaneous
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Note: Echoes for 5E increases the damage from 1d8 to 1d10 Lightning, to better differentiate it from Sorcerous Burst.
Sorcerous Burst Δ
Evocation (INT or CHA) Cantrip
- Casting Time: 1 Action
- Range Δ: 30 ft | 9 m
- Component: V, S
- Duration: Instantaneous
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage if your INT or CHA modifier is +1 or higher. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier (INT or CHA).
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Note: Echoes for 5E reduces the range of from 120 to 30 ft since this cantrip already provides great flexibility in terms of damage choice. In terms of probability, it is not as powerful as it may seem (e.g. Probability of rolling an 8 out of 2 dice is not 1/8+1/8, it is 1-(7/8)^2).
Necromancy
Chill Touch Δ
Necromancy (INT or CHA) Cantrip
- Casting Time: 1 Action
- Range Δ: 30 ft | 9 m
- Component: V, S
- Duration: Instantaneous
Channeling the chill of the grave, make a ranged spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spare the Dying Δ
Necromancy (INT or CHA) Cantrip
- Casting Time: 1 Action
- Range Δ: 15 ft | 4.5 m
- Component: V, S
- Duration: Instantaneous
Choose an entity within range that has 0 Hit Points and isn't Stable or Dead. The entity has Advantage on Death Saving Throws and Sentence rolls. The effect expires if the entity recovers 1 or more Hit Points, becomes Stable or dies.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Inflict Wounds Δ
Necromancy (INT or CHA) Tier 1
- Casting Time: 1 Action
- Range Δ: Touch
- Component: V, S
- Duration: Instantaneous
A creature you touch makes a Constitution saving throw. On a failed save, the target takes 3d8 Necrotic damage and has Disadvantage on the next attack roll they make before the end of your next turn. On a successful save, the target only takes half damage.
Spell Upgrade. The damage increases by 1d8 for each additional EP spent.