# 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](Mechanics/CLI/rules/variant-rules/sphere-area-of-effect-xphb.md) 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**: [Bard](Mechanics/CLI/lists/list-spells-classes-bard.md); [Cleric](Mechanics/CLI/lists/list-spells-classes-cleric.md); [Paladin (Oath of Devotion)](Mechanics/CLI/lists/list-spells-classes-oath-of-devotion-xphb.md "subclass=XPHB;class=XPHB"); [Paladin](Mechanics/CLI/lists/list-spells-classes-paladin.md); [Bard (College of Lore)](Mechanics/CLI/lists/list-spells-classes-college-of-lore-xphb.md "subclass=XPHB;class=XPHB") *Source: Player's Handbook (2024) p. 343. Available in the <span title='Systems Reference Document (5.2)'>SRD</span> and the Free Rules (2024)*