Skip to content

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 and apply the Spell Adaptation Rules to convert them.
As of version Alpha 0.8.10, Cantrips and Tier 1 Spells have been reviewed. Balancing work has started on Tier 2 Spells.

For rules about Spellcasting see the corresponding section.

Spell Adaptation Rules

The following rules can be applied to SRD 5.2 spells 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 becomes Spell Upgrade. 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 the number of damage dice by the number of tier increases and adds 1 to the Attack Roll or Spell Save DC for each additional EP spent.
    • Note: Upgrading a spell to a higher tier by any other means than spending EPs, such as using more charges of a magic item, foregoes the +1 bonus to Attack Rolls and Spell Save DCs.
  • 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).

Aid Δ

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a strip of white cloth)

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 7 for the duration.

Spell Upgrade. Each target's Hit Points increase by 7 for each additional EP spent.

Arcane Lock Δ

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (gold dust worth 25+ GP, which the spell consumes)

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

The object gains its maximum amount of Temporary Hit Points (half its max HP), which are replenished each day, +3 to its AC and resistance to non-magical damage.

Prayer of Healing Δ

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V

Up to five creatures of your choice who remain within range for the spell's entire casting regain 2d8 Hit Points. Additionally, you gain a pool of Empowering Points equal to your Proficiency Bonus that you can distribute among the affected creatures. A creature can't be affected by this spell again until that creature finishes a Long Rest.

Spell Upgrade. The healing increases by 1d8 for each additional EP spent. The pool of Empowering Points that can be redistributed also increases by 1 for each additional EP spent.

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.

Fog Cloud Δ

Conjuration (INT) Tier 1

  • Casting Time: 1 Action
  • Range: 120 ft | 36 m (20 ft radius)
  • Component: V, S
  • Duration: Concentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. The dispersion resulting from a strong wind is localized (for example Gust of Wind would only disperse the fog for a 60 feet long and 10 ft wide line).

Spell Upgrade. The fog's radius increases by 20 ft for each additional EP spent.

Flaming Sphere Δ

Conjuration (INT) Tier 2

  • Casting Time: 1 Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a ball of wax)
  • Duration: Concentration, up to 1 minute

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Constitution saving throw, taking 2d8 Fire damage on a failed save or half as much damage on a successful one.

As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Spell Upgrade. The damage increases by 1d8 and the Constitution saving throw DC increases by 1 for each additional EP spent.

Divination

Guidance Δ Θ

Divination (INT or CHA) Cantrip

  • Casting Time: Reaction, which you take when a willing entity fails an Ability Check
  • 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).

Hunter's Mark Δ

Divination (INT or CHA) Tier 1

  • Casting Time: 1 Bonus Action
  • Range: 90 ft | 27 m
  • Component: V
  • Duration: Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Spell Upgrade. Your Concentration can last longer when spending more EP:

EP 1 2 3
Duration (up to) 3 hours 8 hours 24 hours

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.

Hex Δ

Enchantment (CHA) Tier 1

  • Casting Time: 1 Bonus Action
  • Range: 90 ft | 27 m
  • Component: V, S , M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Spell Upgrade. Your Concentration can last longer when spending more EP:

EP 1 2 3
Duration (up to) 3 hours 8 hours 24 hours

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).

Chromatic Orb Δ

Evocation (INT or CHA) Tier 1

  • Casting Time: 1 Action
  • Range: 90 ft | 27 m
  • Component: V, S, M (a diamond worth 50+ gp)
  • Duration: Instantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell at a higher tier.

Spell Upgrade. The damage increases by 1d8 for each additional EP spent. The orb can leap a maximum number of times equal to the tier the spell is casted at, and a creature can be targeted only once by each casting of this spell.

Divine Smite Δ

Evocation (INT or CHA) Tier 1

  • Casting Time: 1 Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Component: V
  • Duration: Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Spell Upgrade. The damage increases by 1d8 + 2 for each additional EP spent.

Magic Missile Δ

Evocation (INT or CHA) Tier 1

  • Casting Time: 1 Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Spell Upgrade. Add one more dart for each additional EP spent, and that dart deals 1 more point of damage (1d4 + 2).

Note: How to roll Magic Missile has been long debated. The interpretation Echoes for 5e adopts is to roll the D4 once and multiply the result by the number of darts hitting each target, i.e., each time the spell is casted, all darts are created equal. Moreover, since all darts strike simultaneously, when a single target is hit by multiple darts, the hit only triggers a single Concentration or Death save (if applicable). Your table may prefer a different interpretation, discuss it with your GM.

Searing Smite Δ

Evocation (INT or CHA) Tier 1

  • Casting Time: 1 Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Component: V
  • Duration: Until saved, up to 1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Spell Upgrade. All the damage increases by 1d6 + 1 for each additional EP spent.

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).

False Life Δ

Necromancy (INT or CHA) Tier 1

  • Casting Time: 1 Action
  • Range Δ: Self
  • Component: V, S, M (a drop of alcohol)
  • Duration: Instantaneous

You gain a number of Temporary Hit Points equal to 2d4 plus your spellcasting ability modifier.

Spell Upgrade. You gain 7 additional TPH for each additional EP spent.

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 and the Constitution Saving Throw DC increases by 1 for each additional EP spent.