College: | Phase Magics |
Spell Type: | Special Knowledge Spell |
Special Classification: | None |
Spell Rank Limit: | 22 |
Name: | Maze |
Multiple: | 265 |
Range: | 5 feet per rank |
Duration: | Special |
Base Chance: | 20 |
Components: | Verbal, Somatic |
Saving Throw: | None |
The target is transported to a "pocket dimension" that contains a complex labyrinth of shifting walls. To escape the dimension, the target must successfully navigate their way through the maze to the center, at which time, they will return. The exact point of return will be a "safe" location within 50 feet of where they were first targeted with the Maze spell.
How quickly the target is able to negotiate the complex maze is a factor of Intelligence and Perception. The two characteristics are averaged together (round up) and compared to the table below:
Average of INT & PER | Time Trapped in Maze |
Under 4 | 10d8 minutes |
4 to 5 | 10d6 minutes |
5 to 6 | 10d4 minutes |
7 to 8 | 5d4 minutes |
9 to 10 | 3d4 minutes |
11 to 12 | 2d4 minutes |
13 to 14 | 1d4 minutes |
15 to 17 | 4d4 rounds |
18 to 20 | 3d4 rounds |
21 to 23 | 2d4 rounds |
24 | 1d4 rounds |
25 | 1d3 rounds |
26 to 27 | 1d2 rounds |
28 to 30 | 1 round |
Note that teleport and dimension door spells will not help a character escape a maze spell, although a plane shifting spell will. A Phase Magic Special Knowledge Counterspell will also end the spell but it must be cast by the person who is trapped in the Maze.
Minotaurs are immune to this spell. |
Effect Category: | |
Effect: | |
Base Cost: | 0 |
Modifiers: |
Area of Effect: | 1 target | |
Cast Chance: | 20 | |
Casting Time: | Normal spell | |
Components: | See Components Above | |
Duration: | Instant | |
Immunity: | No Immunity | |
List: | List Appropriate | |
Range: | 5 feet per rank | |
Reliability: | Mostly reliable | |
Resistance: | No save | |
Visibility: | No visibility modifier | |
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Active Cost
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Recommended Cost
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