{"name":"Greater Maze","spell_level":"9-level","casting_time":"1 action","range":"60ft.","components":"Verbal, Somatic","materials":"","duration":"Concentration, 10 minutes","school":"Conjuration","attack":"DEX Save","effect":"Psychic","higher_levels":"","classes":"Sorcerer, Wizard with Labyrinth Specialization","spell_description":"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.","source":"Deep Magic Volume 1","tags":"","templateId":"3000","blockId":"1559517","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"37951","isShared":"on"}