Silence vs Zone of Truth
Both lock down communication, but at different costs.
Silence
- Level
- 2
- School
- Illusion
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- Yes
- Classes
- Bard, Cleric, Ranger
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Full entry →Zone of Truth
- Level
- 2
- School
- Enchantment
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- 10 Minutes
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Cleric, Paladin
You create a magical zone that guards against deception in a 15- foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds
Full entry →Which one should you pick?
- Pick Silence: Pick Silence to cut off enemy spellcasters with Verbal components in a 20-ft sphere.
- Pick Zone of Truth: Pick Zone of Truth on a suspect — they either tell the truth or hold their tongue, but cannot lie.
- Tiebreaker: Silence also blocks shouted commands and Bardic Inspiration; deploy it on the squad caster.