Maze of Locked DoorsSpell 7
Source Pathfinder #158: Sixty Feet Under
Traditions Arcane, Occult
Cast

Range 120 feet
Target 1 creature
Saving Throw Will
The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade duskwood doors (Hardness 20, HP 80, BT 40, DC 30 athletics to Force Open) secured with Lock (Average) (DC 25 thievery, 4 successful checks required). A creature trapped within this hallway can escape only when the spell expires, or when they successfully pass through the number of doors determined by their save, either by breaking through the doors or picking the locks (or any combination of these, if the target must pass through multiple doors to escape). Teleportation effects of 6th level or lower are automatically suppressed within the extradimensional hallway; higher-level teleportation effects require the caster to succeed at a counteract check against your spell DC or they fail.
Critical Success The target is unaffected.
Success The target is trapped for 1 round, or until it bypasses 1 door.
Failure The target is trapped for 1 minute, or until it bypasses 2 doors.
Critical Failure The target is trapped for 10 minutes, or until it bypasses 3 doors.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ExtradimensionalThis effect or item creates an extradimensional space. An extradimensional effect placed inside another extradimensional space ceases to function until it is removed.
IncapacitationAn ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
TeleportationTeleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.