I think that the problem is conflating the hiding of relevant story related aspects and the hiding of the unknown.
Hiding the unknown is totally cool- in those two questions that you link (and one of them is mine), it involved hiding what the player was using, and what the player was rolling. That takes away player agency, and interferes with one of the tenets of Fate.
However, use of descriptions to convey dread and obfuscate the nature of an opponent- that is dealing with the unknown. As long as when that opponent intersects the player's agency they understand the nature of what they're dealing with, you're in clear territory.
To take an example:
In one of my games, the bodyguard for the person that the PCs were trying to protect turned out to be working for the Big Bad. He had aspects that would point to his cover that were obvious, i.e. Disdain for his Charge. He also had aspects that were not as obvious that revealed his loyalties, i.e. Divided Loyalties. He also had abilities that were far outside of what a bodyguard should have- this is where the ladder and their descriptors come into play when describing his movements. Instead of saying that he used a Melee +5 to block the players attack, I instead say the total that they have to beat. Then when describing it, depending on how obvious I want to be about his abilities, I might say that "his defense was far above average- one of the most superb examples of wing chun that you have ever seen. Or for less obvious uses, I would just describe it.
The player has the agency to use his fate points as normal to overcome the DC. But they don't know whether I rolled well, the NPC was very skilled, the NPC used Fate points, or a combination of the three. But it does become obvious in the dialog that something is going on, and if they player wants to guess/use a skill/invoke an aspect, they have the information that they need to make it happen.
In this way you're able to maintain the air of mystique around the opposition, and in many cases, ratchet it up more than if you didn't give the information at all. After all, what you're really trying to engage is their imagination and their mind- this information sometimes makes them freak out more than just not knowing; I've seen it in action.
Combine approaches and extras to create different narrative justifications for powered and unpowered actions.
Because of the limitations of approaches this probably won't be really viable for a long-form campaign story lasting months-worth of sessions. Still, if you're going to be playing shorter games (a month per campaign, tops) this is an elegant option. If you want to use skills, read this anyway because I'm going to bring skills into it at the end.
I've experimented with this for a werewolf game, actually: by using approaches, your characters can have the same problem-solving attitudes regardless of their form: a Forceful cowboy turns into a Forceful werewolf, and a Clever schoolgirl becomes a Clever magical warrior. When they change form, the narrative shifts to give them justification for using their approaches in more magical and combat-oriented ways: a cowboy can't bite people but a werewolf can, and a schoolgirl can't create magical illusions but a magical warrior can.
(This doesn't work with skills because skills represent what-things-you-can-do-ness while approaches represent how-you-do-things-ness.)
You can represent this shift narrative by clever use of aspects and extras. Aspects should generally be phrased so they're relevant in both forms, which can be difficult but gets easier with practice. It's nigh impossible to give generic advice for specific aspect creation needs like this; the best I can say is that focusing on personality and relationships makes it easier to keep aspects relevant between forms.
Now, extras! There are many ways to craft extras around this. (Extras are for when you want to give effects that stunts can't handle, either because it's too many stunt's-worth of effects, or because a single effect is too complicated or powerful for a stunt to handle gracefully.)
Extra: Moon Infusion
Permission: An aspect indicating your magical nature.
Cost: At the start of each session I'm in, the GM's pool of NPC Fate points increases by 1 for each action I can use magically.
Benefit: Because I am secretly a champion of the Moon goddess, once per session I can reveal my warrior form. When I do, I gain the aspect Infused with the Light of the Moon (with one free invoke) for the rest of the scene.
This gives me magical context for using my actions (like flying, and shooting rays of cleansing light). When you take this extra, pick the actions (Overcome, Create Advantage, Attack, Defend) I can use magically.
I chose to make the extra's cost a "make the NPCs stronger" effect (increasing NPC Fate points) rather than a "make the PC weaker" effect (reducing PC Refresh) because, frankly, it's more interesting to face stronger opponents than to have your own power balanced out. In play it's effectively similar: the opposition scales according to the power the PCs bring to the scenario. The exact cost may need a little tweaking depending on your game. I've borrowed the basic concept from the atomic-robo RPG, which is a wealth of resources for this sort of thing.
Don't worry about including "running out of power" type mechanics in these extras: that's what consequences are for. Just as a gunfighter might take a mild consequence of All out of ammo, a magical girl might take Overcome by doubt or Cut off from my power.
But what about skills?
I started with approaches instead of skills because they're easier and more obvious to use with transformations.
On the face of things it's still pretty straightforward: Just as having a loaded gun lets you use the Shoot skill, having sparklemagic attacks lets you use it too. However, a schoolgirl probably doesn't have a lot of ranks in Shoot, so we need a new level of complexity in representing the transformation if your game uses skills instead of approaches.
Extra: Moon Infusion
Permission: An aspect indicating your magical nature.
Cost: At the start of each session I'm in, the GM's pool of NPC Fate points increases by 2.
Benefit: Because I am secretly a champion of the Moon goddess, once per session I can reveal my warrior form. When I do, I gain the aspect Infused with the Light of the Moon (with one free invoke) for the rest of the scene. This gives me magical context for using my actions (like flying, and shooting rays of cleansing light).
My abilities are different when I'm a warrior: when you first choose this extra, shuffle my skill ranks into a different configuration representing the talents of my magical form (the new configuration must still follow all the game's rules about skill ranks and caps). Whenever I reveal my warrior form, my skills change to their new configuration. They return to normal when I do.
Now we've got a girl whose abilities radically change but her aspects stay the same--so she's still the same person, but she has a different set of competencies when she's transformed.
Best Answer
First, decide how it works in the fiction
Figure out the actual fictional constraints the spell imposes. Specifically:
Is the effect absolute or something you can resist through force of will (or whatever)?
Are you compelled to speak truthfully, or simply prevented from lying? In other words, can you choose silence or omission?
You could crib from the actual D&D Zone of Truth spell, but to be honest I think that'll make for a weak scene: it's a low-level spell you can just dodge with a save, and at best it means you can't lie actively but doesn't otherwise constrain you — that's not really a "powerful ritual" like you wanted, and honestly it's more of an occasionally-convenient investigative tool than any kind of significant challenge.
So, just let go of mechanics for a second — both Fate's and D&D's — and figure out how you want it to feel. Then proceed…
As Aspect
Honestly? Don't sweat whether it's a situation aspect or a temporary character aspect or whatever — you know how you want it to work, you can communicate it clearly to your players, that's enough. (Anyway, there's no real mechanical hurdle here: it's completely legit to compel a situation aspect. See "Compelling situation aspects," Fate Core, pg. 75.)
Also, note that you don't have to keep banging on the aspect with compels every time someone wants to lie. A compel's gotta hurt. If they're taking the Fate point, they should expect to actually face some significant trouble for it. (Also, if they pay to avoid the compel, you're still welcome to narrate it as a test of will or a close call — that probably makes pushing past the magic truth field more satisfying than just "oh, ok, it doesn't affect you.")
A good way to understand this is to imagine a scene with the aspect "Separated By a Big Bottomless Pit" representing a huge chasm in the middle of the battlefield. Various actions the characters take could involve compelling or invoking the aspect. But, independent of that, the mere fictional presence of the Big Bottomless Pit can constrain their movement or present dangers without involving the aspect mechanics themselves. Because it's also just true that the Big Bottomless Pit is there, and important, regardless. (See "Importance," Fate Core pg. 59.)
As Passive Resistance
You can also model your zone of truth as an effect that applies passive resistance to lying and deception, or even automatically boosts NPCs' passive resistance level by a step or two.
Would this involve rolling a lot? No more than just lying normally. Follow your typical process of Fate skills. Roll when it matters dramatically, let it ride a bit, think about what the roll means, apply significant results to both success and failure.
My Recommendation