Zone of Truth
2nd-level enchantment
Spell details
- Level
- 2nd-level
- School
- Enchantment
- Casting time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- 10 minutes
- Classes
- Bard, Cleric, Paladin
- Save
- Charisma
Rules text
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.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.