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0Mind Maze00mind-affecting-1-1-11 standard action0V, S, M/DF (a chicken skull)1yes0-10-1000bard 3, cleric/oracle 3, shaman 3, witch 3Inner Sea Monster Codex0110-1-11000-1This spell causes the target to act as though it's wandering through a maze. While under the effects of the spell, the target can't make attacks or cast spells and must take at least one move action each round to walk in a random direction determined using the guidelines for missed splash weapons (Core Rulebook 202). The target must move at its maximum speed during this required movement, though additional move actions after the first can cover shorter distances. If this movement takes the target into a dangerous area, such as through a threatened square or off a ledge, the target receives a second saving throw to end the effect before moving into peril. Walking into a harmless obstacle, such as a wall, ends the target's movement.00one living creaturecompulsion001 round/level-10-1medium (100 ft. + 10 ft./level)

Mind Maze

School enchantment (compulsion) [mind-affecting]; Level bard 3, cleric/oracle 3, shaman 3, witch 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (a chicken skull)

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell causes the target to act as though it's wandering through a maze. While under the effects of the spell, the target can't make attacks or cast spells and must take at least one move action each round to walk in a random direction determined using the guidelines for missed splash weapons (Core Rulebook 202). The target must move at its maximum speed during this required movement, though additional move actions after the first can cover shorter distances. If this movement takes the target into a dangerous area, such as through a threatened square or off a ledge, the target receives a second saving throw to end the effect before moving into peril. Walking into a harmless obstacle, such as a wall, ends the target's movement.

NULL30030-1-1-1enchantment-1003-10300-1-131-1-1-1NULLWill negates0-100

This spell causes the target to act as though it's wandering through a maze. While under the effects of the spell, the target can't make attacks or cast spells and must take at least one move action each round to walk in a random direction determined using the guidelines for missed splash weapons (Core Rulebook 202). The target must move at its maximum speed during this required movement, though additional move actions after the first can cover shorter distances. If this movement takes the target into a dangerous area, such as through a threatened square or off a ledge, the target receives a second saving throw to end the effect before moving into peril. Walking into a harmless obstacle, such as a wall, ends the target's movement.

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