
High Fantasy
Aveloria, a kingdom where forbidden magic festers and ancient powers stir beneath crumbling faith.
Author's Note: The Kingdom of Aveloria stands atop ancient ruins, its golden age a memory drowned in blood. Magic is rare and feared; necromancy is punishable by death. The Church of Light, once founded by six fallen angels to protect humanity, has decayed into a political machine, blind to rising threats. Beneath the earth, ancient beings stir, whispering to the forgotten and the damned. Demonic attacks grow bolder. Inquisition squads hunt rogue magic-users. Light fades, and a reckoning looms.
Played | 20 times |
Cloned | 0 times |
Created | 14 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Zone of Truth
Enchantment•Level 2

Description
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 fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.
Spell Details
Level | 2 |
Range | 60 |