Difference between revisions of "Ventriloquism (spell)"
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− | '''Ventriloquism''' | + | '''Ventriloquism''' is a spell that allows the caster to create the [[Illusion|illusion]] that their voice is originating from a selected location within the spell's range, as chosen by the practitioner. The projected voice is intelligible, distinctly different from the caster's own, and can be produced without the need for the caster's direct physical involvement or maintained [[Spellcasting|concentration]]. |
{{Spelltable | {{Spelltable | ||
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| level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 2nd Level Spells|illusionist (2nd)]];<br>[[Mage 1st Level Spells|mage (1st)]] | | level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 2nd Level Spells|illusionist (2nd)]];<br>[[Mage 1st Level Spells|mage (1st)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | In effect, the caster envisions the spoken words and the sound emerges at a rate of approximately 15 words per round. During this time, the caster is free to take other actions while the projected voice continues to speak. | ||
− | + | Ventriloquism can be revealed through spells such as [[Penetrate Disguise (spell)|penetrate disguise]], [[Detect Illusion (spell)|detect illusion]] or [[True Seeing (spell)|true seeing]], each of which indicates the voice is disembodied and false. | |
− | + | == Voice == | |
+ | The timbre and quality of the voice possesses a slightly higher pitch than the caster's natural voice, adding to the illusion of distance. The quality of the voice is marked by a moderate hollow resonance, creating a distinct auditory effect. While the caster cannot alter these characteristics, the authenticity of the projected voice is such that it convincingly appears as a genuine spoken voice, minimizing the likelihood of it being questioned by those who hear it. | ||
− | [[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: | + | == Distraction == |
+ | Ventriloquism's ability to create a distraction relies on the player's strategic use. By carefully selecting circumstances, such as making the voice seem to come from an unseen person just behind a door or much closer to the listener than the actual character, the character can significantly enhance their chances of diverting the listener's attention or achieving [[Surprise (combat)|surprise]]. | ||
+ | |||
+ | The dungeon master must exercise discretion in determining how practical the player's words and plans are in this context. This involves considering the believability and feasibility of the chosen scenario, as well as assessing the impact it may have on the surrounding environment and the individuals within it. | ||
+ | |||
+ | == Interaction with other Spells == | ||
+ | While a caster can use the false voice when casting a spell, ventriloquism cannot be used to displace another spell's range when doing so. For example, if the range were "touch," the caster would yet need to effect the touch to give the spell to another recipient. Nonetheless, orders to magical servants could be delivered through ventriloquism, with other like benefits being explored by the caster. | ||
+ | |||
+ | |||
+ | See [[Find Familiar (spell)]] | ||
+ | |||
+ | [[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]] |
Latest revision as of 21:24, 13 November 2023
Ventriloquism is a spell that allows the caster to create the illusion that their voice is originating from a selected location within the spell's range, as chosen by the practitioner. The projected voice is intelligible, distinctly different from the caster's own, and can be produced without the need for the caster's direct physical involvement or maintained concentration.
Range | 10 ft. per level |
Duration | 4 rounds + 1 per level |
Area of Effect | 1 false source |
Casting Time | 1 round |
Saving Throw | none |
Level | bard (1st); illusionist (2nd); mage (1st) |
In effect, the caster envisions the spoken words and the sound emerges at a rate of approximately 15 words per round. During this time, the caster is free to take other actions while the projected voice continues to speak.
Ventriloquism can be revealed through spells such as penetrate disguise, detect illusion or true seeing, each of which indicates the voice is disembodied and false.
Voice
The timbre and quality of the voice possesses a slightly higher pitch than the caster's natural voice, adding to the illusion of distance. The quality of the voice is marked by a moderate hollow resonance, creating a distinct auditory effect. While the caster cannot alter these characteristics, the authenticity of the projected voice is such that it convincingly appears as a genuine spoken voice, minimizing the likelihood of it being questioned by those who hear it.
Distraction
Ventriloquism's ability to create a distraction relies on the player's strategic use. By carefully selecting circumstances, such as making the voice seem to come from an unseen person just behind a door or much closer to the listener than the actual character, the character can significantly enhance their chances of diverting the listener's attention or achieving surprise.
The dungeon master must exercise discretion in determining how practical the player's words and plans are in this context. This involves considering the believability and feasibility of the chosen scenario, as well as assessing the impact it may have on the surrounding environment and the individuals within it.
Interaction with other Spells
While a caster can use the false voice when casting a spell, ventriloquism cannot be used to displace another spell's range when doing so. For example, if the range were "touch," the caster would yet need to effect the touch to give the spell to another recipient. Nonetheless, orders to magical servants could be delivered through ventriloquism, with other like benefits being explored by the caster.