Maze
ConjurationYou 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, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Spell Details
Player Guide
Use Maze to isolate the enemy's most dangerous threat, effectively removing them from combat for multiple rounds while allies focus fire on remaining foes. The target has only a 1-in-4 chance of escaping each turn (DC 20 Intelligence check), making this excellent against creatures with low Intelligence scores. Cast before the target acts in combat to maximize control, and remember the banished creature can't take actions or reactions while trapped.
Spell Combos
DM Tips
Consider the target's Intelligence score when determining escape difficulty; creatures with +3 or higher Intelligence modifiers may escape within 2-3 rounds. Remember that Maze requires the caster's concentration and lasts up to 10 minutes, making it vulnerable to concentration breaks.