Quick Answer
Zone of Truth is a 2nd-level enchantment spell for Bards, Clerics, and Paladins. You create a 15-foot-radius sphere within 60 feet that lasts 10 minutes, with no concentration. A creature that enters the zone for the first time on a turn, or starts its turn there, makes a Charisma save. On a failure, it can't speak a deliberate lie while in the zone. You know who passed and who failed. Affected creatures know about the spell and can stay silent or give evasive, truthful answers.
Overview
Zone of Truth is the interrogation spell. It doesn't make anyone talk, and it doesn't read minds. It does one thing: a creature that fails its save can't say something it knows is false while it stays in the sphere.
The part that makes it useful is the second clause: "You know whether each creature succeeds or fails on its saving throw." You know which answers can be trusted. A prisoner who passed the save could lie to you, and you know that too.
The limits are clear in the text. An affected creature "is aware of the spell," so it can refuse to answer or dodge with careful wording "as long as it remains within the boundaries of the truth." Good questions matter more than the spell. Yes-or-no questions leave less room for evasion.
Stat Block
| Property | Value |
|---|
| Level | 2 |
| School | Enchantment |
| Casting Time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Material | None |
| Duration | 10 minutes |
| Concentration | No |
| Ritual | No |
| Save/Attack | CHA |
| Classes | Bard, Cleric, Paladin |
When NOT to Use This
- •The target can just stay silent. The spell doesn't compel speech.
- •You need to know what someone thinks, not what they say. Use Detect Thoughts.
- •The target is a rakshasa. In 2014 it can't be affected by spells of 6th level or lower unless it wishes; in 2024 it automatically succeeds on saves against spells.
- •The questions are about things the target believes but are false. The spell stops deliberate lies, not honest mistakes.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | High for an interrogation or a negotiation. 10 minutes is long enough for a real conversation. |
| Action Economy | One action, no concentration, so you can cast other spells while it runs. |
| Opportunity Cost | A 2nd-level slot. Nothing else. |
When worth the slot: Questioning a prisoner, testing a suspicious ally, or setting terms for a deal.
When NOT worth the slot: In combat, or against a creature that has every reason to say nothing.
Upcasting
Zone of Truth has no "At Higher Levels" entry.
Pro Tips
Tip #1: Ask yes-or-no questions.
Why it works: An affected creature can be evasive "as long as it remains within the boundaries of the truth." A direct yes-or-no question gives it fewer true-but-misleading answers to hide behind.
This avoids the mistake of: Asking "what happened at the mill?" and getting a careful, technically true story.
Tip #2: Treat silence as an answer.
Why it works: The creature is aware of the spell and can refuse to answer a question it would lie about. A refusal on one question, after answering others, tells you where the secret is.
This avoids the mistake of: Thinking the spell failed because the prisoner went quiet.
Tip #3: Keep the target in the zone across several turns.
Why it works: A creature makes the save when it enters the zone for the first time on a turn or starts its turn there. A creature that passes once has to keep passing on later turns.
This avoids the mistake of: Giving up after one successful save.
Tip #4: You don't need to concentrate.
Why it works: The spell has no concentration. You can cast Command, Suggestion, or Detect Thoughts in the same conversation.
This avoids the mistake of: Treating it as a concentration spell and holding back your other tools.
Common Mistakes to Avoid
Thinking the spell forces answers
Why it's bad: Nothing in the text compels speech. A creature can stay silent.
Do this instead: Pair it with a reason to talk: a deal, a threat, or a spell such as Suggestion.
Treating it as a charm effect
Why it's bad: Zone of Truth doesn't give the charmed condition. Immunity to being charmed doesn't protect against it, and advantage on saves against charm doesn't apply.
Do this instead: Check for magic resistance or spell immunity instead.
Forgetting the save result is known
Why it's bad: Knowing who passed is half the spell's value. Without it, you can't tell trusted answers from possible lies.
Do this instead: Ask the DM for each creature's result as soon as it saves.
Confusing mistaken with deceptive
Why it's bad: The spell blocks "a deliberate lie." A creature that believes something false can say it.
Do this instead: Ask how the creature knows, not just what it knows.
Usage Tips
Worked example: save odds at DC 13. A 3rd-level cleric with 16 Wisdom has spell save DC 13 (8 + 2 proficiency + 3 Wisdom). These numbers use 2014 SRD stat blocks.
| Creature | Cha save | Fails on | Chance to fail |
|---|
| Noble | +3 | 9 or lower | 45% |
| Spy | +3 | 9 or lower | 45% |
| Bandit captain | +2 | 10 or lower | 50% |
| Cult fanatic | +2 | 10 or lower | 50% |
| Veteran | +0 | 12 or lower | 60% |
- •Over two turns: A noble passes one save 55% of the time and two in a row about 30% of the time (0.55 × 0.55). So it fails at least one of its first two saves about 70% of the time, and one failure is enough (see Rules Notes).
- •Paladins: Oath of Devotion paladins always have Zone of Truth prepared from 5th level in the SRD. A 5th-level paladin with 16 Charisma has DC 14.
- •Monsters that cast it: The 2014 androsphinx has it among its cleric spells. In the 2024 SRD, the sphinx of valor and the adult and ancient gold dragons and silver dragons can cast it.
- •Related guides: Detect Thoughts, Suggestion, Calm Emotions, Charm Person, and the spell guide index.
Rules Notes
- •A 15-foot-radius sphere centered on a point within 60 feet. The zone doesn't move.
- •A creature saves when it enters the zone for the first time on a turn or starts its turn there.
- •Failure: the creature can't speak a deliberate lie while in the radius.
- •You know whether each creature succeeds or fails.
- •Affected creatures are aware of the spell. They can avoid questions and be evasive while staying truthful.
- •10 minutes, no concentration.
- •A failure lasts while the creature stays in the zone. The failed-save effect applies "while in the radius," and a later successful save has no stated effect, so it doesn't end it. The repeated saves matter for creatures that keep passing: each new turn in the zone is another chance to fail. Leaving the radius ends the effect, and re-entering calls for a new save.
- •Saves outside combat: The spell counts in turns. How often to call for a save during a conversation outside initiative is a DM ruling, not rules text.
- •Glibness: This 8th-level spell makes magic "that would determine if you are telling the truth" show you as truthful. Zone of Truth prevents lies rather than detecting them. How the two interact is a DM ruling, not rules text.
- •Writing and gestures: The text restricts only what the creature can "speak." It says nothing about writing or gestures.
Synergies
- •Detect Thoughts: Read surface thoughts while asking questions. The two spells check each other.
- •Suggestion: Suggest the creature answer your questions, then the zone keeps those answers honest.
- •Calm Emotions: Calms a hostile prisoner without forcing anything.
Anti-Patterns
- •Asking open-ended questions and accepting the first technically true answer.
- •Casting it in the middle of combat.
- •Assuming a creature that passed the save is lying. It may still be telling the truth.
Tactical Modules
- •Interrogation: Bind the prisoner inside the zone, ask yes-or-no questions, and note which ones it refuses.
- •Treaty table: Cast it over a negotiation so both sides can only state true terms. You'll know if anyone passed the save.
- •Traitor check: Ask each party member or NPC the same short question in the zone.
Countermeasures
- •Threat: An enemy questions you under Zone of Truth. Response: Stay silent or answer narrowly. The spell allows evasion within the truth. Fallback: Walk out of the radius if you can.
- •Threat: The target keeps passing. Response: Keep it in the zone so it saves again each turn. Fallback: Cast Bane first, which subtracts 1d4 from its saves.
- •Threat: The target is immune to the spell. Response: Use ordinary Insight. Fallback: Check its claims against other sources.
Zone of Truth in the 2024 Rules
The 2024 SRD keeps Zone of Truth almost word for word. It is a level 2 enchantment for Bards, Clerics, and Paladins, with a 60-foot range, a 15-foot-radius sphere, a 10-minute duration without concentration, and a Charisma save on entering the zone or starting a turn there.
The changes are in wording. "Evasive in its answers as long as it remains within the boundaries of the truth" becomes "can be evasive yet must be truthful." The meaning is the same.
The 2024 general saving-throw rules let any creature choose to fail a save without rolling. A willing witness can accept the zone on purpose.
Oath of Devotion paladins still get it always prepared at paladin level 5, alongside Aid. Glibness is now an 8th-level enchantment spell (it was transmutation in 2014) with the same truth-detection clause.
Frequently Asked Questions
What does Zone of Truth do in 5e?
It creates a 15-foot-radius sphere for 10 minutes. A creature that fails a Charisma save in the zone can't speak a deliberate lie while it stays there. You know who passed and who failed.
Can you lie in Zone of Truth?
Only if you pass the Charisma save. A creature that fails can't speak a deliberate lie, but it can stay silent or give evasive answers that are still true.
Does Zone of Truth require concentration?
No. It lasts 10 minutes without concentration, so you can cast other spells while it runs.
Does a creature know it's in a Zone of Truth?
Yes, if it is affected. The text says an affected creature "is aware of the spell." That's why it can choose to stay silent.
Can a creature refuse to answer in Zone of Truth?
Yes. The spell doesn't compel speech. It only stops deliberate lies.
How often do you save against Zone of Truth?
When you enter the zone for the first time on a turn and when you start your turn there. Staying in the zone means more saves.
Is Zone of Truth a charm effect?
No. It's an enchantment spell, but it doesn't give the charmed condition. Immunity to being charmed doesn't stop it.
Who can cast Zone of Truth in 5e?
Bards, Clerics, and Paladins. Oath of Devotion paladins always have it prepared from 5th level. Among SRD monsters, the 2014 androsphinx and, in 2024, the sphinx of valor and adult and ancient gold and silver dragons can cast it.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.