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# Greater Maze
- **Level**: 9 conjuration
- **Classes**: Sorcerer, Wizard
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 10 minutes
- **Source**: Deep Magic 5e
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.