← Spells

Zone of Truth

5e

5e Level 2 · Enchantment
Level2
SchoolEnchantment
ClassesBard, Cleric
Casting time1 action
Range60 feet
ComponentsV, S
Duration10 minutes
Saving throwCharisma

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice 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 must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.

Source: SRD 5.1. Attribution: System Reference Document 5.1, Wizards of the Coast, CC-BY-4.0. License: CC-BY-4.0.