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Greater Maze

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 must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.

Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.

Section 15: Copyright Notice

Deep Magic for 5th Edition (c) 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.