Shadow Maze

Level 16Hazard (Complex)
HazardUniqueMediumLegacy
AC 0
HP 0
Speed 0 ft.
Fort +0
Ref +0
Will +0
Perc +0
Size Medium
Unique
Complex Hazard
Stealth +32
Disable DC 42 thievery (master) to decouple faint strands of shadow essence from the magical matrix that holds the maze together, DC 45 arcana or DC 45 occultism to shunt the shadowy energy back into the Shadow Plane and render the maze inert, or Dispel Magic (8th rank; counteract DC 35) to counteract the shadow maze
Recall Knowledge arcana DC 45

Abilities

Disorient

Trigger A creature enters the 20-foot-wide interior of the shadow maze, either from area C2 or C4 , or through a hole smashed in the dome --- Effect Reality appears to shift around the creature, who perceives a sudden transformation in the surrounding terrain into a vast maze of underwater alleys and crumbling ruins. The creature must attempt a DC 37 will save, and the shadow maze then rolls initiative. --- Critical Success The creature sees through the illusions and can move freely through squares within the shadow maze's effect. It's temporarily immune to the effects of the trap's routine for 1 minute. Success The creature understands that what it's experiencing is an illusion, but it isn't immune to the effects of the trap's routine. Failure The creature believes it has stepped into a vast maze. To those observing the creature outside of the shadow maze, the creature remains motionless. The creature becomes Slowed 2 for 1 round, during which time all of its speeds are reduced to 5 feet. Critical Failure The creature not only believes it has entered a vast maze, but is overwhelmed with the sensation of being hopelessly lost. The creature is Immobilized until the end of its next turn.

Description

Shifting illusions disorient, entrap, and agonize those who attempt to pass through the shadowy maze.