Clerical Spell Specification
[14] Maze
BTS: 38% (At)
ULT: 7 hours
Materials: at least two pieces of the environment to
be mazed (a handful of dust will suffice)
Actions: mix up Materials in hands and drop them
Effect of Throw:    Radius = T
ft
Range (to centre of Radius): 10d ft    -5d(d-1)/2%
No. of Mazewalkers: p    -10(p-1)%
(must include all Casters and all must be in physical contact with Caster(s))
% Chance of Randomisation:    (50 +
(10C))%    -5C(C-1)/2%
Duration: t hrs    -5t(t-1)/2%
Notes:
  - Works in Dungeon, urban and other maze-like environments.  Will work
    in forests where undergrowth creates a maze, but will not move trees.
  
- Causes walls to shift round randomly to create a maze-like effect. 
    For each feature within Radius (e.g. a wall, junction, door or length of
    passage, if the DM rolls <= to % Chance of Randomisation on d100, it is
    randomised.  The DM then determines, as randomly as he sees fit, how it
    is randomised.  Multiple randomised features may swap.  Single
    randomised features may disappear or alter their character (e.g a door
    disappears or a passage turns and dead-ends).
  
- Beings within Radius do not get sts (except against being Mazewalkers),
    but the Maze must be configured so that they still have the space in which
    they are standing / moving and are not trapped (unless they were already
    so).
  
- The Mazewalkers see the original configuration superimposed on the
    randomised configuration and are able to move, and target and Cast Spells,
    through either. Doors (whether in their original or randomised position)
    must still be opened normally, unless the option of an open way through is
    available in one of the configurations.
  
- Secret doors will be randomised like normal doors, but will only be seen
    by success at Locate Secret Doors or equivalent effects.  Mazewalkers
    may Locate them in their original or randomised positions (by sight and/or
    touch).
  
- If multiple Maze Effects affect the same location, the last to take effect
    has precedence for its Duration.  Mazewalk Effects allow Mazewalking
    within all Maze Effects, not just that from the same Maze Spell that gave
    the Mazewalk (but only so that the original configuration and the Maze
    having precedence can be traversed).
  
- The effect is Chaos-based, so actually happens for the Duration.  It
    is not an Illusion.  Truesight will enable the original configuration
    to be seen, but will not allow the Trueseer to Mazewalk. 
- Dispel Chaos Spells and Effects will restore the original configuration,
    even if the Spell was Granted by a non-Chaotic God.  Likewise, 
  Detect
    Chaos will enable its presence to be Detected.  Immunity to Chaos will
    enable one to see and move within the original configuration (note that this
    is not one of the normal powers of Paladins, though exceptionally Lawful
    Beings may have it). 
- ChaosMasters may be able to Mazewalk by ChaosWalking. 
- Chaos may sometimes produce Maze Effects, and this can occur naturally
    without any Spell being cast (though this is rare outside Chaos or areas
    where the Law / Chaos Balance is tipped towards Chaos).  Maze Effects
    from Chaos are semi-permanent (in that they have no fixed duration but Chaos
    can never be permanent).