Maze of Madness and Suffering

9th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes

Classes: warlock, wizard

This spell works like maze, except each round a creature remains in the maze a different effect occurs depending on which section of the maze it is in. Roll on the following table each time the creature attempts an Intelligence check to escape the maze to see which part of the maze it wanders through; if a creature doesn’t attempt an Intelligence check, it stays in the same section and suffers that section’s effects. Any conditions or damage taken persist for the listed duration even if the creature exits the maze before then, but conditions don’t stack with themselves.

d% Maze Section
1–20 Circus
21–40 Haunted forest
41–60 Hellscape
61–80 Oasis of respite
81–100 Strange city
  • Circus: The creature finds itself in a nightmarish circus of giant beasts, garishly painted faces, and hideous, mocking laughter. The creature must succeed at a Wisdom saving throw or become confused (as confusion) for 1d4 rounds. While confused, the creature has disadvantage on Intelligence checks to escape the maze.
  • Haunted Forest: The creature travels through a dark forest of grasping trees while shadowy beasts prowl at the edge of its vision. The creature must succeed at a Wisdom saving throw or become frightened for 2d4 rounds. This is a fear effect. A frightened creature can still attempt Intelligence checks to escape the maze, but it takes 3d6 slashing damage from the trees’ branches each round whether it succeeds or fails.
  • Hellscape: The creature navigates a landscape of fire and stone walls carved with diabolical faces while the cries of the damned echo in the air. The creature must succeed at a Wisdom saving throw or become paralyzed by fear and potential torment for 1 round. The creature can’t attempt to escape the maze while paralyzed, and if it fails three consecutive saving throws against this paralysis, the hellscape erupts with unholy flames, causing the target to take 6d6 fire damage and must succeed on a Constitution saving throw or gain 1 level of exhaustion as their life energies are drained away. This immolation continues on each successive round the creature fails its saving throw but ends immediately when the paralysis does.
  • Oasis of Respite: Whether it appears as a beautiful glade, a perfumed palace, or a literal desert oasis, this section of the maze is supernaturally peaceful, especially in comparison to the rest of the maze. The creature must succeed at a Wisdom saving throw or become incapacitated with relief and fascination at their good fortune for 1 round. The creature can’t attempt to escape the maze while incapacitated. A creature that fails three consecutive saving throws to this fascination enters a state of lethargy and gives up ever escaping the maze, remaining in this area until the spell ends.
  • Strange City: The creature journeys through a city of cyclopean architecture under a sky of indescribable color and numerous stars. The creature takes 4d6 psychic damage on a failed Intelligence saving throw or half as much on a success, and on a failed save also behaves as if under a feeblemind spell for 1 round. If a creature fails three consecutive saving throws, they take no further psychic damage but the feeblemind effect becomes permanent as the spell, and they cease trying to escape, exiting the maze when the spell ends but remaining nearly catatonic and gibbering madly.
Section 15: Copyright Notice

The Dragon’s Hoard #24 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

This is not the complete license attribution - see the full license for this page