MazeSpell 8
Source Pathfinder Core Rulebook
Traditions Arcane, Occult
Cast (somatic, verbal)
Range 30 feet
Target 1 creature
Duration sustained
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows. Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Critical Success The target escapes and the spell ends.
Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
Failure The target makes no progress toward escape.
Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConjurationEffects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.
ExtradimensionalThis effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
TeleportationTeleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.