Zone of Truth
Zone of Truth
2nd-rank - Enchantment Priest Spell: Guardians Mind
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. The area is surrounded by a faintly shimmering aura that fades within one round.
Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there feels a tingle of energy and 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.
When it attempts to tell a lie, an affected creature becomes aware of the nature of the spell and can react with an attempt to avoid answering questions to which it would normally respond with a lie by making a Charisma (Deception) check against your spell save DC. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
At higher ranks:
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