Zone of Truth

You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.

An affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw

Classes


slugzone-of-truth-a5e

higher_level

page

range60 feet

target_range_sort60

componentsV, S

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsNo

material

can_be_cast_as_ritualNo

duration10 minutes

requires_concentrationNo

casting_time1 action

level_int2

spell_level2

schoolEnchantment

dnd_classBard, Cleric, Herald

archetype

circles

document__sluga5e

document__titleLevel Up Advanced 5e

document__license_urlhttp://open5e.com/legal

document__urlhttps://a5esrd.com/a5esrd