Infernal Labyrinth (3.5e Invocation)
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Warlock Greater; 6th |
This duplicates the effect of a maze spell, but with a Reflex save for partial. On a failed save, a hellish gate opens up and barbed chains, tentacles, and teeth drag the creature inside (dealing 1d4 vile damage). At the end of each round they remain in the maze, they take 1d4 vile damage from various infernal horrors within, until they make the DC 20 Intelligence check to escape or after 1 round/level, whichever is shorter. When they return, they are rendered shaken for 1 minute.
On a successful save, they take 1d4 vile damage and are shaken for 1 round from the brief views of the horrors within, but are otherwise unaffected.
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