Blue Mountain
Maze
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 & PERTime 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
Active Cost
(cost after advantages):
Recommended Cost
(cost after disadvantages):