When cast, you are able to speak through and animate inanimate objects, granted they are somehow humanoid or anthropomorphic, such as puppets or toys.
Spell effects up to 1d8 inanimate objects.
Using a higher spell slot. Add 1d8 for objects affected per spell slot used.
Using a 4th level spell slot. You are able to to speak through other sentient, humanoid creatures* in their own voice, which mutes them until the spell is over.
Casting Ventriloquism on more than one humanoid requires a DC 10 Wisdom roll, on success can cast on up to d4 extra targets, all of whom can only say the same thing in unison.
Any sentient creature affected by the spell should roll a DC 10 Charisma saving throw to realize they've been affected before its over, and a DC10 Wisdom saving throw to resist and dispel the effect.
* For the purpose of this spell, sentient but non organic creatures such as most golems, are considered inanimate objects. You can not speak through sentient creatures that can not usually speak, such as animals.
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Posted Sep 18, 2024I'm not totally familiar with the formatting yet sorry if some stuff doesn't make sense.