Zone of Truth¶
Level 2 · Enchantment
- Casting time: Action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
- Classes: Bard, Cleric, Paladin
- Saving throw: Charisma
Spell effect¶
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.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 342¶
Open the original rulebook — PDF page 342 — source PDF is not included in this player reference.