# Zone of Truth
*2nd-level, Enchantment*
- **Casting time:** 1 Action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** 10 minutes
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.
**Classes**: [Cleric](3-Mechanics/CLI/lists/list-spells-classes-cleric.md); [Bard (College of Lore)](3-Mechanics/CLI/lists/list-spells-classes-bard-xphb-college-of-lore-xphb.md "subclass=XPHB;class=XPHB"); [Bard](3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Paladin](3-Mechanics/CLI/lists/list-spells-classes-paladin.md); [Paladin (Oath of Devotion)](3-Mechanics/CLI/lists/list-spells-classes-paladin-xphb-oath-of-devotion-xphb.md "subclass=XPHB;class=XPHB")
*Source: Player's Handbook (2024) p. 343. Available in the Free Rules (2024)*