Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 5th Edition

Compendium

Type to search for a spell, item, class — anything!

Table of Contents

  • Attributes
  • Zone of Truth
  • Advertisement Create a free account

    Zone of Truth

    Ready to play? Build unlimited D&D characters Create Now

    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 creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    Attributes

    Zone of Truth

    2 Enchantment
    • Casting Time: 1 action
    • Range: 60 feet
    • Target: A 15-foot-radius sphere centered on a point of your choice within range
    • Components: V S
    • Duration: 10 minutes
    • Classes: Bard, Cleric, Paladin
    • 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.