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Zone of Truth

Level2SchoolEnchantment

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.