Maze Run
(Divination, Wild Magic)

Range:  0
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  Special

In the casting of maze run, a wizard attempts to bestow upon the recipient a the ability to intuitively navigate the chaotic confines of any maze. The recipient must save versus wand at a +3 bonus for the spell to have its normal effect.
If the saving throw is failed, the recipient becomes unable to keep track of the simplest spatial relationships, and is effectively lost for the duration of the spell.
If the saving throw is made the recipient becomes able to pick his way through any form of maze with unerring accuracy, always choosing the most direct, safest path possible. The saving throw must have been made by two more than the required number for this effect to take place in mazes with sliding or shifting walls, and must have been made by three or more to apply to mazes with more than three dimensions. The recipient must make the saving throw by five or more to navigate mazes with more than three dimensions and sliding or shifting walls.
The recipient of a successful maze run is immune to the 8th-level wizard spell maze for the duration of the maze run. The material component of maze run is a hair from a living white rat.

