Zone of Truth

Source: Dungeons & Dragons 5th Edition Player's Handbook
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.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Mind-Affecting
2nd Edition
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3.5th Edition
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4th Edition

 
5th Edition
Level
Bard 2, Cleric 2, Wizard 2
Casting Time
1 Action
Range
60 Feet
Components
V, S
Duration
10 Minutes

 
Pathfinder 2e
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