Zone of Truth

LEVEL

2nd

TIME FOR CASTING

1 Action

RANGE/AREA

60 feet (15 Ft )

COMPONENTS

V, S

DURATION

10 minutes

SCHOOL

Enchantment

ATTACK/SAVE

CHA Save

DAMAGE/EFFECT

Control

Zone of Truth

The spell creates a magical area that protects you from deceit in a 15-foot radius sphere centered around a location of your choice within the range. The spell lasts until the end of time. Creatures that enter the area of the spell the first time during an upcoming turn or when it begins there have to take a Charisma saving roll. If a save fails, the creature isn’t allowed to tell about a lie in the area. You can tell if a creature succeeds or falls its saving roll.

A affected creature is conscious of the spell and therefore avoids answering questions to which it will normally answer with a lie. A creature affected by the spell can remain evasive when answering questions insofar as it is within the bounds of truth.

D&D 5th Edition

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Zone of Truth

You create a magical area that protects against deceit within a 15-foot radius sphere centered around a place of your choosing within the range of. The spell continues until it ends. Creatures that enter the area of the spell the first time in an upcoming turn or when it begins there have to take the Charisma to save roll. In a failed save, creatures aren’t allowed to tell an intentional lie within the area. It’s clear whether the creature succeeds or falls its saving roll.

A creature that is affected is conscious of the spell and therefore avoids answering questions typically answered by lying. This kind of creature can be defiant when answering questions as long as it stays within the limits of truth.

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Attributes

Two enchantments

  • Duration of Casting: One Action
  • 60 feet
  • Components: V S
  • Duration 10 minutes
  • Classes: Bard, Cleric, Paladin

The spell creates a magical area that protects you from deceit in the form of a 15-foot radius sphere that is centered around the location of your choice within the range. When the spell is over, any creature who enters the spell’s zone the first time during an upcoming turn or when it begins its turn must be required to make a Charisma saving roll. In the event of a failed save, the creature isn’t allowed to tell about a lie in the circle. It is clear whether a creature succeeds or falls its saving roll.

A affected creature is conscious of the spell and therefore avoids answering questions that normally answer with a lie. The creature may remain evasive when answering questions so long as it stays within the bounds of truth.

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