<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> >[!infobox|left] ># Zone of Truth >![[Enchantment.webp|cover hsmall]] >###### <small>*2nd-level Enchantment</small>* >|<!-- -->|<!-- -->| >|---|---| >|**<small>Casting Time:</small>**|1 Action| >|**Range:**|60 ft.| >|**Components:**|V, S| >|**Duration:**|10 Minutes| >[!info|clean no-i no-t wsmall] >**[Hub](Hub.md) / [Spells (C)](Spells%20(C).md) / [2nd Level](2nd%20Level.md)** ># Zone of Truth >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 spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.