Spell Icon Echoing Madness  


1: Mesmerize (1/73)

Details   Raw Spell Data, Lucy Spell View

Mana: 700 Skill: Conjuration
Casting Time: 3 Recast Time: 120
Fizzle Time: 1.5 Resist: Magic
Range: 100 Location: Any
Time of Day: Any Push Back: -3
Deletable: No Dot Stacking: Yes
Reflectable: Yes Focusable: Yes
Dispellable: Yes Interruptable: Yes
Short Buff Box: No Viral: Range: 30
Target Type: Single Spell Type: Detrimental
Source: Live 10/10


Cast on you: Your thoughts descend into an echoing madness.
Cast on other: Soandso descends into an echoing madness.
Effect Fades: Your sanity returns.

Game Description

Seeds an echo of madness in your target, causing them to cease their actions for up to 30 secs (5 ticks). The madness will frequently echo in the ears of nearby creatures as well.

Items with this effect

Quick Facts

Spell: Echoing Madness
Spell: Echoing Madness


Depths of Darkhollow

5 ticks
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In PoK
# Sep 14 2018 at 10:11 PM Rating: Decent
12 posts
As of 2018 it can be bought in PoK as I'm sure most spells can be now
Echoing Madness spell
# Aug 10 2006 at 12:42 PM Rating: Decent
Hey all,
It was my understanding that since we can buy the other lvl 68 spells from the vendor in Undershore. We should be able to buy this one to. But when I go back to vendor with the shadowpine rune. I am told I got all the spells I can get. So what is up? Do I got a vendor bug. Or do I have to quest this spell? Thanks for your input.

Eonelin Draconis
68 Chanter
7th Hammer
Echoing Madness spell
# Aug 12 2006 at 10:18 PM Rating: Decent
This is a quested spell only. You have to do the spell arcs as described in the posts below.

Edit November 2008: With Seeds of Destruction, this is now researchable.

Edited, Nov 1st 2008 9:42pm by Cuilean
# Jan 25 2006 at 6:16 PM Rating: Excellent
DoD Enchanter Checklist and Links to Allakhazam's Forums


[]68.1-A Rogue's Trust (DoD Level 68 Spell - Part 1)

[]68.2-Scouting the City (DoD Level 68 Spell - Part 2)

[]68.3-Building the Disguise (DoD Level 68 Spell - Part 3)

[]68.4-The Search for Illsuras (DoD Level 68 Spell - Part 4)

[]68.5-The Rage of Kelliad (DoD Level 68 Spell - Part 5)


[]69.1-The Lost Notebook (DoD Level 69 Spell - Part 1)

[]69.2-Cavern Botany (DoD Level 69 Spell - Part 2)

[]69.3-The Search for Clues (DoD Level 69 Spell - Part 3)

[]69.4-Rescue Cicero! (DoD Level 69 Spell - Part 4)


[]70.1-Preemptive Strike (DoD Level 70 Spell - Part 1)

[]70.2-Praetorian Guard (DoD Level 70 Spell - Part 2)

[]70.3-The Fall of Illsalin (DoD Level 70 Spell - Part 3)

[]70.4-Flights of the Seeker (DoD Level 70 Spell - Part 4)

[]70.5-Into the Shadows (DoD Level 70 Spell - Part 5)

A nother nice DoD link :)

By: Darrean of 7th

Edited, Wed Jan 25 17:20:54 2006
where to find spell
# Dec 13 2005 at 4:26 AM Rating: Good
29 posts
see kelliad in stoneroot falls, do all the tasks he gives. When you complete them all, go see the npc outside of jazzarads tent ( the one that sells wizzy/druid transport spells). Hail him, go through text and he will give you the spell.
[img]http://ramzez.homestead.com/files/vili2.jpg [/img]
Interesting spell info
# Nov 21 2005 at 7:51 AM Rating: Decent
I just tried a little experiment with this spell. Went to Freeport and tashed every mob in the zone. I then cast Echoing Madness - mezzed target and 30+ mobs in vicinity.

I then cast Gravity Flux to try to kill them all - slowly - but surely. I noticed that Echoing Madness continued to mez - on and on - not sure if it is a glitch.

Slowly reduced in numbers - cause i was killing off but as mobs approached, they were infected with mez as well.

Very cool on greenies - not sure how exciting against lvl 70s when the spell is resisited by Target and some neighbours :o)

Please go out and experiment - this may be quite useful (2 min remem is pita tho).
RE: Interesting spell info
# Nov 22 2005 at 4:35 AM Rating: Decent
Just an update on my previous post - went to Gunthark and mezzed 3 mobs with this spell then pulled another - the mez spread to him as well and then proceeded to keep them mezzed on & off for next 5 mins - as long as they stay together in the group, the infectious nature of the spell catches them again.

Gotta be a glitch.

70 Chanter - Berty
RE: Interesting spell info
# Jan 13 2006 at 5:18 PM Rating: Decent
The spell name itself suggests that it isn't a bug... just keeps on "echoing" and remezzing the mobs as they come into range.
Hey Hey
# Oct 16 2005 at 4:39 AM Rating: Decent
24 posts
Just got this spell today is a nice sort of ae mez single target mez but anything close seems to fall under the spell fairly easy. Gives plenty of time to remez mobs mana cost a little high but not to bad.
RE: Hey Hey
# Oct 24 2005 at 6:27 AM Rating: Decent
402 posts
Very nifty, then. Where do I find out how to do the Monster Missions that reward this spell?
Where do we get it?
# Sep 21 2005 at 2:35 PM Rating: Decent
402 posts
Does anyone have any information as to where this spell comes from? I know you can't get it from Muramite Rune turn ins, at least, since Karsor the Mad simply threw the rune back at me when I tried to give it to him. Ah, well. At least he didn't eat the rune so I was able to sell it in the bazaar.
RE: Not a very good spell...
# Sep 19 2005 at 11:26 PM Rating: Decent
From what I have heard, it has detrimental effects for 90 seconds after mez wears off (i.e. lowers stats or something). Not completely useless, but not something I see using a whole lot.
Not a very good spell...
# Sep 16 2005 at 6:42 AM Rating: Decent
402 posts
Hmmm... apparently, we aren't to use this one too much. It only has a 30 second duration (presumably longer with mezz mastery), 2 minutes recovery time, and a casting time of three seconds. You'd think with those kinds of penalties, we'd have some kind of resist modifer, at least. What are we? Bards, all of a sudden?

Well, I would think on raids (which is really the only place where this would be applicable), the mobs generally don't need to be kept under wraps too long and hopefully, there would be more than one Enchanter on hand to handle the next one.
RE: Not a very good spell...
# Sep 16 2005 at 7:19 AM Rating: Decent
Probably has a Ae effect too info from the eq pdf file :

Echoing Madness
Level 70 (68)
Plants a maddening echo in your target's
ears, causing them to cease actions
for up to 60 seconds ( changed to 30 sec ). The echo will frequently
spread to the ears of nearby enemies
as well.
RE: Not a very good spell...
# Sep 16 2005 at 8:57 AM Rating: Decent
402 posts
LOL. I love hearing about the new source of information, which I didn't even know existed, although this new information rather leaves me with more questions than answers. Now it seems I have to learn which source is correct, if either. But I'm glad to meet you here, anyway. Too many posts are simply railing complaints. A refreshing change to meet someone who wants to talk about the spells and their applications, rather than whine that "Sony hates Enchanters," "this spell is useless" and "our DPS sucks." Hope you continue posting.

And of course, I can't complain too much about this spell. We get another mezz that's more in keeping with duration, recast and recovery time at next level.

Edited, Fri Sep 16 10:10:22 2005
RE: Not a very good spell...
# May 29 2007 at 5:40 AM Rating: Decent
223 posts
I know this is a tad behind the times, but what the hey.

SOE hates Enchanters.
Our DPS sucks.

Still can't quite bring myself to say "this spell is useless", though. =P

Honestly, I don't think SOE hates us. They're just scared witless that anything they give us (that's in keeping with our "Class envisioning") will cause the space-time continuum to collapse in upon itself.
RE: Not a very good spell...
# Jun 16 2007 at 10:08 PM Rating: Decent
69 posts
Vesanus, Eater of Souls wrote:
SOE hates Enchanters.
Our DPS sucks.

our class carries arguably the single biggest impact in the game. to make us a dps class, too, would be retarded of them.

Vesanus, Eater of Souls wrote:
Still can't quite bring myself to say "this spell is useless", though.

if you're working progression, you will need this spell later. it has its uses.
RE: Not a very good spell...
# Jun 30 2007 at 3:58 PM Rating: Decent
223 posts
Oh, like in the Queen Sendaii event? Never used it, and my whole Guild's fully flagged for Demi.

For the various waves, I alternated Bewilderment and Perplexing Flash Rk. II (for single-target mezzes), and popped a Nightmare Stasis if I found a particularly hard-to-mezz mob. Wake of Subdual Rk. II worked quite well enough for the group mezzes.

At no point did we ever need to use this spell.

And while yes, at one point in time, we did have "the single biggest impact in the game", this no longer holds true. In fact, up until recently, we'd been so marginalized that no-one ever noticed if every Enchanter on the raid fell asleep at the keyboard (until Haste started dropping, anyway).

SOE's made some very significant strides in reversing our obsolescence, which I'm damn glad to see. However, we still have quite a few hobbles that need removing before we can hit our stride again.

I suppose the old "SOE hates Enchanters" never did quite ring true. "SOE fears Enchanters" is more to the point. And rightly so; we push the envelope like no other Class, and I'm proud of that fact.
RE: Not a very good spell...
# Jul 08 2007 at 9:15 PM Rating: Decent
69 posts
Vesanus, Eater of Souls wrote:
Oh, like in the Queen Sendaii event? Never used it, and my whole Guild's fully flagged for Demi.

i was not talking about sendaii. i had wake, dreams, and bewilderment loaded, that was it. i was actually referring to a demi event.

Vesanus, Eater of Souls wrote:
we push the envelope like no other Class, and I'm proud of that fact.

now that's what i'm talking about!
RE: Not a very good spell...
# Oct 01 2005 at 6:51 PM Rating: Decent
I would believe that this spell can mez nearby creatures randomly as per what the manual says, the debuff after mez affect is part of the deep sleep AAs that enchanters get with DoD.
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