Cost & Reservation Multiplier: 150%Requires Level 38Supports spell skills, making them repeat when cast. Cannot support Vaal skills, totem skills, channelling skills, triggered skills, instant skills, or skills with a reservation.Supported Skills deal 10% less Damage
Supported Skills Repeat an additional time
Supported Skills have (40–54)% more Cast Speed
Supported Skills deal (0–10)% increased Spell DamageThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /3 ⍟
Unusual Gems /3 ⍟
|Superior||Supported Skills deal (0–10)% increased Spell Damage||50|
|Anomalous||Supported Skills have (0–10)% increased Cast Speed||100|
|Divergent||Supported Skills deal (0–20)% less Damage|
Final Repeat of Supported Skills deals (0–60)% more Damage
Spell Echo Support /4 ⍟
Spell Echo Support /4 ⍟
|Name||Show Full Descriptions|
A cold based projectile spell that pierces enemies, dealing cold damage with a chance to freeze. The projectile loses damage and freeze chance based on how far it has travelled.
|Repeats Freezing Pulse an additional time while also greatly increasing the cast speed.|
A fire based, projectile, area of effect spell. Projectiles bounce towards the target dealing fire damage. The skill chains at higher levels resulting in the projectiles bouncing more times.
|Repeats Rolling Magma an additional time while also greatly increasing the cast speed.|
A physical based projectile spell that launches several projectiles in an arc in front of the caster.
|Repeats Ethereal Knives an additional time while also greatly increasing the cast speed.|
Fires a slow-moving projectile spell that pierces through enemies, dealing cold damage with a chance to inflict chill and freeze.
|Repeats Frostbolt an additional time while also greatly increasing the cast speed.|
Level Effect /40
Level Effect /40
|Cost & Reservation Multiplier: 150%|
Supported Skills Repeat an additional time
Supported Skills deal 10% less Damage
|Level||Requires Level||Intelligence||Supported Skills have 40% more Cast Speed||Experience|
Spell Echo Support
|Reference||poe.ninja, Community Wiki|
|BaseType||Spell Echo Support|
|Class||Support Skill Gems|
|Awakened||Awakened Spell Echo Support|
Supported Gem /80 ⍟
Supported Gem /80 ⍟
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
A chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee attack and an area of effect slam which cannot be evaded.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Raises a spectral version of a defeated foe as a minion to fight for you in battle.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Curses all targets in an area, lowering their elemental resistances.
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can only have one Mark at a time.
Curses all targets in an area, lowering their chaos resistance.
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
Fires an arc of knives in front of the caster which deals physical damage.
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets unless specifically targeted. Cannot be used by Traps or Mines.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
|Summon Raging Spirit|
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies will not directly engage these spirits, and can pass through them.
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
|Summon Chaos Golem|
Summons a Chaos Golem that grants you Physical Damage Reduction. The Chaos Golem can use a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
|Summon Ice Golem|
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning dash in addition to its melee attack.
|Summon Flame Golem|
Summons a Flame Golem that grants you increased Damage. The Flame Golem can use a fire spray, a wave of fire damage, and an explosive arcing projectile.
|Summon Lightning Golem|
Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
|Summon Stone Golem|
Summons a Stone Golem that grants you life regeneration. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
|Summon Holy Relic|
Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a nova spell, with a very short cooldown, that deals physical damage to enemies and grants life regeneration to allies. This life regeneration is higher when applied to minions.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
|Wave of Conviction|
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
|Summon Carrion Golem|
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Deals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
A bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
|Eye of Winter|
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
Spell Echo Support Unique /2 ⍟
Spell Echo Support Unique /2 ⍟
Spell Echo Support
Skill functions and interactions
For the supported skill, the in-game tooltip cast time is for one single cast. Therefore the time it takes for both the original cast and the repeat is two times the shown tooltip value.
Only the initial cast consumes mana. The repeat does not consume mana,
Critical strikes are rolled once for both casts. Effects that trigger on an outgoing critical strike will only trigger once per activation of the spell, even though both casts will crit.
Spell Echo only works for spells cast by an actual player or minion; it has no effect when supporting totem, trap, mine, or trigger gems. Skills of any kind that use a trigger will not work with spell echo, including triggered minions and their spells.
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