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<title>Zone of Truth</title>
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<h1>Zone of Truth</h1>
<ul>
<li><strong>Level</strong>: 2 Enchantment</li>
<li><strong>Classes</strong>: Bard, Cleric, Paladin</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 10 minute</li>
<li><strong>Source</strong>: <a href="../../../srds/SRD_2024.pdf">SRD 2024</a></li>
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<p>You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/srd_2024/zone-of-truth.md">Markdown Format</a></p>
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