kenjib said:Interesting. I think ventriloquism is kind of messed up then. It says that anyone who hears it gets a saving throw to tell that it's illusory. It's an illusion (figment) spell. Shouldn't it be more like anyone who interacts with it, like perhaps in a conversation, gets a saving throw? It's not like ventriloquism is a super powerful spell anyway. It just seems really weak that it has that extreme limitation on it.
kenjib said:Interesting. I think ventriloquism is kind of messed up then. It says that anyone who hears it gets a saving throw to tell that it's illusory. It's an illusion (figment) spell. Shouldn't it be more like anyone who interacts with it, like perhaps in a conversation, gets a saving throw? It's not like ventriloquism is a super powerful spell anyway. It just seems really weak that it has that extreme limitation on it.
I was sure you wouldn't be able to do that (thinking it required concentration). But that looks like it should work since concentration isn't required. Even if they make the save, they realize it's an illusion, but it wouldn't reveal your true location… by sound at least. Visual spell effects scent and sounds produced from movement would still give you away. I hadn't played a caster for the last few years, wish I'd seen that before.(Psi)SeveredHead said:Ventriloquism is amazing, when combined with invisibility, Hiding, or something preventing your foes from seeing you. Now your spell's verbal components come from far away from you. Even silence targeted on you won't hurt (of course, beware they target the location of your ventriloquism spell).
He'd need Flyby Attack or Mobile Spellcaster to keep on the move before and after casting. The best would be a researched spell to take a move as an immediate action if he falls under the range of a divination effect. It's a shame D&D has no real "determine speed/velocity" spell to work with for the other half. Awesome thought, though!blargney the second said:Great. Now I want to make an illusionist called Heisenberg.