entries
Sorted A-Z
Hazards

Shadow Maze

Level 16

uniqueComplexMagicalTrap

Stealth +32 (master) to realize the water within the dome poses a supernatural threat

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 Occultism to shunt the shadowy energy back into the Shadow Plane and render the maze inert, or dispel magic (8th level; counteract DC 35) to counteract the shadow maze

Disorient [Reaction] (illusion, incapacitation, mental)

Level 16 · Complexity Complex

Stealth +32 (master) to realize the water within the dome poses a supernatural threat

Disable

  • Thievery DC 42 (master) — to decouple faint strands of shadow essence from the magical matrix that holds the maze together
  • Arcana DC 45 — or Occultism to shunt the shadowy energy back into the Shadow Plane and render the maze inert, or dispel magic (8th level; counteract
  • DC 35

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.

Reset If disarmed, the trap resets in 1 hour as long as the two crystals in area C5 still function.

Pathfinder Second Edition material on Narrative Nexus is used under the ORC License or the Open Game License v1.0a, with each entry's notice naming the license that applies. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms