1
0
Fork 0
mirror of https://github.com/Nioux/AideDeJeu.git synced 2025-10-31 23:45:39 +00:00
AideDeJeu/Data/HD/srd_spells_zone_of_truth.md
Yan Maniez 8d5d337626 Classe
2019-04-19 16:06:41 +02:00

4.4 KiB

Name AltName Type Level CastingTime Range Components Duration Classes Family Source Id ParentLink ParentName NameLevel Attributes AttributesDictionary
Zone of Truth [Zone de vérité](hd_spells_zone_de_verite.md) enchantment 2 1 action 60 feet V, S 10 minutes Bard, Cleric, Paladin SpellVO (SRD p193) spells_vo.md#zone-of-truth spells_vo.md#spells-srd-p Spells (SRD p) 1
Name Markdown AltName Source Level Type CastingTime Range Components Duration Classes
Zone of Truth # <!--Name-->Zone of Truth<!--/Name--> - MDR: <!--AltName-->[Zone de vérité](hd_spells_zone_de_verite.md)<!--/AltName--> - Source: <!--Source-->(SRD p193)<!--/Source--> -  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->60 feet<!--/Range--> - **Components :** <!--Components-->V, S<!--/Components--> - **Duration :** <!--Duration-->10 minutes<!--/Duration--> - Classes: <!--Classes-->Bard, Cleric, Paladin<!--/Classes--> ### 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 spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. [Zone de vérité](hd_spells_zone_de_verite.md) (SRD p193) 2 enchantment 1 action 60 feet V, S 10 minutes Bard, Cleric, Paladin
Name: Zone of Truth Markdown: >+ # <!--Name-->Zone of Truth<!--/Name--> - MDR: <!--AltName-->[Zone de vérité](hd_spells_zone_de_verite.md)<!--/AltName--> - Source: <!--Source-->(SRD p193)<!--/Source--> -  <!--Level-->2<!--/Level-->nd-level <!--Type-->enchantment<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->60 feet<!--/Range--> - **Components :** <!--Components-->V, S<!--/Components--> - **Duration :** <!--Duration-->10 minutes<!--/Duration--> - Classes: <!--Classes-->Bard, Cleric, Paladin<!--/Classes--> ### 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 spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. AltName: '[Zone de vérité](hd_spells_zone_de_verite.md)' Source: (SRD p193) Level: 2 Type: enchantment CastingTime: 1 action Range: 60 feet Components: V, S Duration: 10 minutes Classes: Bard, Cleric, Paladin

 Spells (SRD p)


Zone of Truth

  • MDR: Zone de vérité
  • Source: (SRD p193)
  •  2nd-level enchantment
  • Casting Time : 1 action
  • Range : 60 feet
  • Components : V, S
  • Duration : 10 minutes
  • Classes: Bard, Cleric, Paladin

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 spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.