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Maze is a conjuration spell that traps the subject in an extradimensional maze.[1]


You conjure up an extradimensional labyrinth of force planes, and the subject vanishes into it. If the subject attempts to escape, the time it takes to find the way out depends on its Intelligence score:[1]

Int < 3
2d4 minutes
1d6 minutes
1d4 minutes
5d4 rounds
4d4 rounds
3d4 rounds
2d4 rounds
1d4 rounds

If the subject doesn't attempt to escape, the maze disappears after 10 minutes, forcing the subject to leave.[1]

On leaving the maze, the subject reappears in the spot it had been in when the maze spell was cast. If this spot is filled with a solid object, the subject appears nearby.[1]

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.[1]


  1. 1.0 1.1 1.2 1.3 1.4 1.5 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. ?. ISBN 0-7869-1551-4.
  2. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 64. ISBN 0-7869-1836-5.
  3. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 190. ISBN 0-88038-716-5.
  4. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 184. ISBN 0-7869-0394-5.
  5. Barry A. A. Dillinger (May 1996). “The Dimensional Wizard”. In Pierce Watters ed. Dragon #229 (TSR, Inc.), pp. 50–52.
  6. Dale Donovan (January 1998). Cult of the Dragon. (TSR, Inc), pp. 125–126. ISBN 0-7869-0709-6.
  7. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.

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