Maze, Greater

Maze, Greater

9th-level conjuration (labyrinth)

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes

This spell functions as maze, but the target takes 4d6 psychic damage from traps and other hazards each time it starts its turn in the maze. The damage is halved if the target makes a successful Dexterity saving throw, repeated each round.

Escaping this maze is difficult. The target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.

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