# 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.