Deep Magic Volume 1
Greater Maze
9-level Conjuration
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Psychic
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.
Available for: Sorcerer, Wizard with Labyrinth Specialization