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spells/md/level_up_advanced_5e/zone-of-truth-a5e.md
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spells/md/level_up_advanced_5e/zone-of-truth-a5e.md
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# Zone of Truth
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- **Level**: 2 Enchantment
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- **Classes**: Bard, Cleric, Herald
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- **Casting Time**: 1 action
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- **Range**: 60 feet
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- **Components**: V, S
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- **Duration**: 10 minutes
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- **Source**: Level Up Advanced 5e
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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.
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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
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