Maze of Mirrors
Level 9Hazard (Complex)Attacks
Abilities
Trigger A creature enters the maze
Effect Creatures in the maze can't escape it except by use of teleportation magic or as described in Trapped in the Maze. The trap rolls initiative.
Once each turn after it has taken a move action within the maze, each target in the maze can spend 1 action to attempt a DC 26 perception or DC 26 survival check to escape it. A group traveling the maze together is treated as a single target; no more than one creature in the group can attempt this check each round, but accompanying creatures can Aid this check. The possible outcomes follow. A target attempting to leave the maze the same way it entered uses the outcome for one degree of success b
Invisible runes in the maze disorient those within it and cause its mirrored walls to shift about.