Zone of Truth

  • Level & School
    2nd-level enchantment
  • Casting Time
    Action
  • Range
    60 feet
  • Components
    V, S
  • Duration
    10 minutes
  • Classes
    Bard, Cleric, Paladin

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.

Zone of Truth 5e 2024 vs. 2014 edition differences

The 2024 version clarifies that creatures make a saving throw when entering or starting their turn in the area, and explicitly states they "make a Charisma saving throw" (not "a" save). It also clarifies the radius as "15-foot-radius Sphere" and specifies "a creature can't speak a deliberate lie while in the radius." The effect that affected creatures "can be evasive yet must be truthful" replaces "can be evasive in its answers." No significant mechanical differences in damage, healing, or duration.