Maze of Madness and Suffering
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (an ornate puzzle box worth 1,000 gp and soaked in fresh blood)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one creatureHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- see textHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will partial, see belowIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
| 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 Will save or gain a lesser madness (see page 182). The save uses the madness’s normal DC.
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 Will save 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 points of slashing and piercing damage from the trees’ branches.
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 Will save or become paralyzed by fear and potential torment for 1 round. This is a fear effect. The creature can’t attempt to escape the maze while paralyzed, and if it fails three consecutive saving throws against this paralysis, the hellscape delivers a coup de grace, dealing the creature 4d6 points of fire damage. The creature must succeed at a Fortitude save (DC = 10 + the damage dealt) or die. A creature that survives the coup de grace escapes from the paralysis as well.
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 Will save or become fascinated for 1 round. The creature can’t attempt to escape the maze while fascinated. 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 on its own in 10 minutes (as per maze).
Strange City: The creature journeys through a city of cyclopean architecture under a sky of indescribable color and numerous stars. The creature must succeed at a Will save or take 2d4 points of Wisdom damage. If your campaign uses the sanity system (see page 12), the creature instead takes 2d10 points of sanity damage.
Variants
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Maze
- Maze of Madness and Suffering
- Mythic Maze