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When a wizard casts Maze, they banish the victim to an extra-dimensional space for a period of time, the length of which is determined by the victim's Intelligence attribute.

Description[]

Maze
An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence.

Intelligence of Target –– Time trapped in maze
under 3 –– 20d4 rounds
3 to 5 –– 10d4 rounds
6 to 8 –– 5d4 rounds
9 to 11 –– 4d4 rounds
12 to 14 –– 3d4 rounds
15 to 17 –– 2d4 rounds
18 and up –– 1d4 rounds

Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane, ending the spell prematurely. Otherwise, this spell cannot be dispelled. Note that a mazed creature is not freed through Dispel Magic.

Gameplay[]

This spell is cast at a range of 3 feet at a single creature target. A projectile is launched toward that target, and if it successfully connects will expose the creature to a Maze effect.

Once the projectile connects, a 3D graphics effect (No. 215) plays over the target. There is a 4 second delay, and then the maze effect takes hold.

The targeted creature will now disappear from the area map for a duration as determined by a 2da file in the game code relating to the victim's intelligence attribute.

When the creature temporary removal is finished, the creature reappears in the same spot as when the maze effect took hold.

The spell can be fooled by Reflected Image and Mirror Image. Also, Magic resistance can block it.

Spell protections that have a capacity to block Power level 8 spell effects, such as Spell Deflection, Spell Turning, Shield of the Archons, and Spell Trap will also block it.

Party members who are affected by this spell cannot get experience from slain enemies or quest rewards while in the extradimensional maze.

If the main character is alone in the party (playing solo) and gets Mazed, or if all other party members are dead, it causes a game over. Otherwise he is affected as normal.

Other defensive countermeasures include Chaotic Commands, Enrage, Barbarian Rage, Berserk (ability), Spell Immunity: Conjuration (only against the mage version).

The Maze effect can be dispelled before it takes hold: After the spell is cast, there is a delay of several seconds during which a magical cage animation appears around the target, and only when this is complete will the spell actually take effect. If a successful Dispel Magic hits the target during this time, the Maze will not take effect; because time is critical here, this works especially well with Inquisitor's dispel magic, because it casts very quickly. But as the spell description says, Dispel Magic won't do anything if the target has already disappeared into the Maze.

The spell is not flagged as a "Hostile" spell, while some other game version maze effects are. This might be an error.

See also[]

Where to obtain its scroll[]

Baldur's Gate II: Shadows of Amn[]

Baldur's Gate II: Throne of Bhaal[]

Mod Content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions has changed this arcane spell, revising its casting time, range, effects and description as follows:

Maze
Level: 8
School: Conjuration
Range: Medium
Duration: Special
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None

An extradimensional space is brought into being upon utterance of a Maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is dependent upon its intelligence.

Intelligence – Time trapped in maze
under 3 – eternity
3 to 5 – 10d4 rounds
6 to 8 – 5d4 rounds
9 to 11 – 4d4 rounds
12 to 14 – 3d4 rounds
15 to 17 – 2d4 rounds
18 and up – 1d4 rounds
If the 9th level spell Freedom is cast in the area where a creature is mazed, it will effectively bring him back to this plane, ending the spell prematurely. Otherwise, the effect lasts for the duration of the spell. A mazed creature cannot be freed through a dispel magic.

Note:The SR version of the spell has a 20' range. The delay until the graphic and the maze taking hold is now only 2 seconds. The mod fixes an error with the base game's application if the 3D graphic. Other internal opcodes are added to the mod to better handle scripts in the game while the victim is out of play (less glitches and script errors in the game). Spell revisions flags this spell as "Hostile", which matches up with other Maze effects in the game.
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