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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, Herald</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 minutes</li>
<li><strong>Source</strong>: Level Up Advanced 5e</li>
</ul>
<p>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.</p>
<p>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</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/level_up_advanced_5e/zone-of-truth-a5e.md">Markdown Format</a></p>
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