I just had one idea while writing the other spells.... here comes
Sahak’s Maze
Conjuration
Spell Level: Sor/Wiz 8
Components: V, S, M, MF
Casting Time: 1 action
Range: Short (25 ft. + 5 ft. / 2 levels
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: Yes
Sahak’s Maze is a spell devised by the evil Arch-wizard Sahak. It was created to provide entertainment for the wizard, more than to provide as an effective way of dealing with foes. Sahak will not use Sahak’s Maze on really strong foes, preferring to use it on the foes that he knows he can overcome.
The spell has it’s similarities to the normal Maze. Yet, it was altered to provide additional fun and amusement for the wizard who casts it. The material component for the spell is a miniature duplicate of the maze in which the targets are going to be placed. When the spell is cast, the caster chooses a number of targets equal to his level that are within the range of the spell. Each target must roll a saving throw or become trapped in the miniature maze.
For the trapped characters, it seems as if though they are caught in a real maze. They are transported to a pocket dimension in which the maze is located. They can attempt to find their way out of the maze. Each round attempting to get out of the maze, the characters must succeed in an intelligence check against a DC of 20. If the group walks together, the most intelligent person in the group makes the intelligence check. For each person in the group that has a positive intelligence modifier, the “leader” gains a +1 bonus to his intelligence check, as the members of the group assist him in figuring out the construction of the maze. If the leader succeeds in five successful intelligence checks in a row, he finds a way out of the maze. If he fails one check, he has to restart again.
The caster can actually observe the group by looking at the miniature model. The caster can even place hindrances for the group, by casting any of the Summon Monster spells to create enemies. Instead of having Summon Monster conjure a monster to the Prime Material Plane, the caster can make the monster appear in the maze. Since the maze is an environment controlled by him, the monsters summoned therein are stronger than those created by the normal Summon Monster spells. All monsters summoned to enter the maze have their hit points maximised and gain a +2 bonus to their attack, AC and damage. If the group is attacked by monsters summoned in this manner, it ruins their concentration on escaping from the maze. Not only would the group have to fight the monster, the leader also has to roll an intelligence check against a DC of 25 or loose track of the groups progress through the maze. If he succeeds his intelligence check, the group can continue on the same path as before the combat started, benefiting from the intelligence checks they might have succeeded already. If the group is forced to flee from their opponents, they loose track and have to begin anew on their intelligence checks to leave the maze.
If the group successfully leaves the maze, they appear at the same location that they disappeared from. Any characters that might have died in the maze will be swallowed by the maze when it’s duration ends. Off course, the characters can bring with them any deceased characters when they find the exit.
The material focus of the spell, the miniature maze, costs 100 gp. to manufacture. Beyond that, the wizard has to have a small piece of the targets to place them in the maze. This could be a piece of hair or a nail.