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<p><a href="../../../md/5.1 SRD (D&D 2014)/Spells (Alt)/Spells Z.md">Markdown</a></p>
<h1>Spells (Z)</h1>
<h4>Zone of Truth</h4>
<p><em>2nd-level enchantment</em></p>
<p><strong>Casting Time:</strong> 1 action</p>
<p><strong>Range:</strong> 60 feet</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Duration:</strong> 10 minutes</p>
<p>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.</p>
<p>An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.</p>
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