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Zone of Truth

Enchantment
Level: 2nd-level
Casting Time: 1 action
Range: 60 feet
Duration: 10 minutes
Components: V, S

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 fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.

Spell Details

School: Enchantment
Level: 2
Ritual: No
Concentration: No
Classes: Bard, Cleric, Paladin
B-Tier Powerful utility spell for interrogation and negotiation, but limited offensive application in combat.

Player Guide

Cast Zone of Truth before critical negotiations, diplomatic encounters, or when interrogating captives to prevent deception. Position the spell's center strategically so enemies must choose between entering the zone (and losing their lies) or avoiding it (revealing their distrust). Combine with insight checks and divination magic to extract maximum information. Remember that the spell doesn't compel truth-telling, merely prevents outright lies, so creatures can still remain silent or be evasive.

DM Tips

Remember creatures are aware of the zone's effects when they enter, so they may refuse entry—use this as a roleplaying opportunity. Clarify with your table whether creatures can use non-verbal communication or indirect truths to circumvent the spell's restrictions.