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                        Returning 35 results for 'Maze'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try
                                                
                                            
                                        
                                                    Maze
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    You can use an action to blow this horn. In response, 3d4+3 warrior spirits from the Abyss appear within 60 feet of you. They look like Minotaurs and use the statistics of a berserker. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
                                                
                                            
                                                
                                                     demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Maze Level 8 Conjuration (Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You banish a creature that you can see within range into a
                                                
                                            
                                                
                                                     labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Maze Level 8 Conjuration (Wizard) Casting Time: Action
 Range: 60 feet
 Components: V, S
 Duration: Concentration, up to 10 minutes
 You banish a creature that you can see within range into a
                                                
                                            
                                                
                                                     labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine
                                                
                                            
                                                
                                                     demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Stygian Maze This area’s foyer is carved from glistening obsidian. An austere, fanged man in a high-collared cloak sits at an intricately carved desk, next to which is a simple stone doorway. Behind
                                                
                                            
                                                
                                                     the desk, a floor-to-ceiling window overlooks a stone maze shrouded in fog.
 The man behind the desk is the maze’s pit master, the vampire Kaylan Renaudon (see the “Casino Pit Masters” section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    3. Maze 
 Map 6.2: Outer Blingdenstone Between the gate and Blingdenstone proper, the svirfneblin built the maze: a twisting and turning path that runs between 10-foot-high walls studded with nails
                                                
                                            
                                                
                                                     cavern, onto which wagons and draft animals are hoisted so they can bypass the maze. The hoist mechanism can be destroyed with the single pull of a lever if invaders manage to hijack it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Crab Maze Columns of stone with platforms built around them, connected by rickety-looking gangways that touch the sea or disappear beneath the frothing waves, are arrayed before you. In the distance
                                                
                                            
                                                
                                                    . Between the characters and the village is a network of cages where the grippli have kept, captured, and bred giant crabs for centuries. The crab maze is a collection of low-to-the-water walkways, ranging
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    The Maze The hedge maze surrounding the central tower is an astounding work of magical construction. In certain regards, it’s even more impressive than the tower because of the powerful ways it
                                                
                                            
                                                
                                                     manipulates space. A gently curving path leads into the maze from the edge of the village. The villagers built a low fence across the entrance to keep young children and animals from wandering in. Fear of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    The Maze The hedge maze surrounding the central tower is an astounding work of magical construction. In certain regards, it’s even more impressive than the tower because of the powerful ways it
                                                
                                            
                                                
                                                     manipulates space. A gently curving path leads into the maze from the edge of the village. The villagers built a low fence across the entrance to keep young children and animals from wandering in. Fear of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Into the Maze These caves have 20-foot-high ceilings. Their floors are covered by a 2-foot-thick layer of fog. 1a. Rusty Head The rusted, severed head of a shield guardian lies on its side in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Level 12: Maze Level  The Maze Level is designed for four 12th-level characters, and characters who defeat the monsters on this level should gain enough XP to advance halfway to 13th level.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Into the Maze  The minotaurs’ maze fills a region of the Underdark one mile on each side. A network of corridors climbing up to higher levels and descending to lower ones by way of ramps, the maze
                                                
                                            
                                                
                                                     cover the walls. When the characters enter the maze, have them choose their pace (fast, normal, or slow). It takes 1 hour to navigate the maze at a fast pace, 2 hours at a normal pace, or 3 hours at a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    7. Gorgon Maze As they follow the path, the characters are drawn into a maze within the larger maze of the magical garden. The curving path you follow suddenly twists to reveal a proper maze cut out
                                                
                                            
                                                
                                                     to escape. The characters won’t know this until they explore the area fully, and they won’t have time to do that with a gorgon on the loose. The maze permits the gorgon to move freely through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Briny Maze Features The following features are common throughout the Briny Maze. Spongy Construction The structure of the Briny Maze is pinkish gray, wrinkled, and slightly squishy. The material is
                                                
                                            
                                                
                                                     as tough as stone and self-healing, recovering all damage dealt to it after a few seconds. Magic can’t affect the maze’s construction. Unpleasantly Moist Everything in the Briny Maze has a thin sheen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    7. Gorgon Maze As they follow the path, the characters are drawn into a maze within the larger maze of the magical garden. The curving path you follow suddenly twists to reveal a proper maze cut out
                                                
                                            
                                                
                                                     to escape. The characters won’t know this until they explore the area fully, and they won’t have time to do that with a gorgon on the loose. The maze permits the gorgon to move freely through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Intruders in the Maze Craig J Spearing  Horror awaits around every corner in the Briny Maze Over the years, many foes of Ilvaash have reached the Briny Maze to strike at Ilvaash, assault the
                                                
                                            
                                                
                                                     Dissonant Psyche’s minions, or steal knowledge or treasures. The Briny Maze protects Ilvaash by inexorably pulling defeated intruders into its spongy walls. Ilvaash’s worshipers don’t suffer this fate, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    The Briny Maze Ilvaash’s domain in the Far Realm is a confusing tangle of disturbingly organic tunnels and chambers. Those trapped within it might never realize the overall shape is reminiscent of a
                                                
                                            
                                                
                                                     titanic brain. The Briny Maze includes an accumulation of cerebral fluid lodged in the maze’s forebrain. The characters must swim through the fluid to reach the Endless Void.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Maze of Mists The second floor of the pyramid is the Maze of Mists: a vast, confounding maze designed to defeat clever intruders who bypass the false tomb by way of the offering bowl in area P4. Amun
                                                
                                            
                                                
                                                     spends in the Maze of Mists, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Maze of Mists Encounters table, rerolling duplicates.  Random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    The Maze Engine Deep within the Labyrinth lies the Maze Engine — a mechanical, magically powered device capable of altering reality. Modrons refer to the device as an Orderer because it was designed
                                                
                                            
                                                
                                                     is to bring order to chaos. If the characters activate the Maze Engine, it has the potential to aid their fight against the demon lords. The engine looks like a working model of the Great Wheel (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
                                                
                                            
                                                
                                                     off the exits once more (see area 49C), characters within the maze see a second image on the inner surface of each slab: Painted on the inside of the slab is a male humanoid wearing a hooded cloak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Briny Maze Locations The gateway from Illithinoch deposits the characters at the rearmost part of the Briny Maze, in area B1. The following locations are keyed to map 8.1. Mike Schley  Map 8.1: Briny
                                                
                                            
                                                
                                                     Maze View Player Version B1: Maze Entry Wrinkled, pinkish-gray tunnels lead from the rift to the left and right in swooping, organic passages.
 Characters who examine the area and succeed on a DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
                                                
                                            
                                        
                                                    Baphomet
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze
                                                
                                            
                                                
                                                    ’s lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to
                                                
                                            
                                                
                                                    . Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , Disguise Self, Dispel Magic, Light, Mage Hand, Message, Prestidigitation, Tasha's Hideous Laughter
2/day: Polymorph
1/day each: Maze, TelekinesisArcane Rebuff. Immediately after Tasha takes damage
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     gravity, teleport
8th level (1 slot): control weather, maze, power word stun
9th level (1 slot): prismatic wallMultiattack. Niv-Mizzet makes three attacks: one with his bite and two with his claws
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , polymorph
5th level (3 slots): animate objects, telekinesis
6th level (1 slot): disintegrate, flesh to stone
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): feeblemind, maze
9th
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     maze spell on each creature within 30 feet of it.
6
Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 Shadow Demon;shadow demons (see the Monster Manual for their
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    , hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ):
At will: detect magic, disguise self, invisibility, light, mage hand, message, prestidigitation, Tasha's hideous laughter
3/day each: dispel magic, fly, polymorph
1/day each: maze, telekinesis
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , symbol, teleport
8th level (1 slot): maze, mind blank
9th level (1 slot): meteor swarm, wishBlast Scepter. Halaster uses his blast scepter to cast thunderwave as a 4th-level spell (save DC 16
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that
                                                
                                            
                                        






