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D&D · SRD 5.2.1 (5.5e, 2024)

Zone of Truth 2nd-level Enchantment

Casting Time
Action
Range
60 feet
Area
15-foot-radius Sphere
Components
V, S
Duration
10 minutes
Classes
Bard, Cleric, Paladin

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

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Includes material from the System Reference Document (SRD 5.2.1 / 5.1) by Wizards of the Coast, licensed under CC BY 4.0. Legal