# A creature can do what it wants while affected by the spell [*maze*][1], including trying to escape
A creature doesn't *have* to, but it *may* try to escape the *maze* effect:
> Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action.

That is, the *option* to make an escape attempt is available *in addition* to whatever the creature could normally do. This is further supported later in the spell's description:
> Spells and abilities that move a creature within a plane, such as *teleport* and *dimension door*, do not help a creature escape a *maze* spell, although a *plane shift* spell allows it to exit to whatever plane is designated in that spell.

This strongly suggests that, instead of trying to escape by making an Intelligence check, a creature can do other things like, for example, cast spells (including the spell [*plane shift*][2] to escape). Note that, while affected by the spell *maze*, the creature *is* in an [extradimensional space][3], and this may limit the creature's options.

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## Previous versions of the spell *maze* were more... confining
Some older versions of the spell *maze* from *Pathfinder*'s antecedent *Dungeons and Dragons* did, in fact, restrict a creature affected by the spell *maze* from doing anything but experiencing the labyrinth or trying to escape. For example:

- The *Player's Handbook* (1978) for ***Advanced Dungeons and Dragons*** has this as part of the description of the spell *maze*:
 > The recipient **will wander** in the shifting labyrinth of force planes for a period of time which is totally dependent upon its intelligence. (90)

 Emphasis mine. (It should be known that *I* have always interpreted this as the affected creature being restricted to *just* wandering, but another DM may interpret this differently.)

- The *Player's Handbook* (1995) for ***Advanced Dungeons and Dragons, 2nd Edition*** subtly changed the *AD&D* spell's description:
> The subject **vanishes into** the shifting labyrinth of force planes for a period of time which is dependent upon its Intelligence. (241)

 Emphasis mine. Yet, in the *Dragon* #170 Sage Advice column, the Sage addresses this issue head-on:
 > The spirit of the spell description suggests that the nature of the labyrinth created by the *maze* spell prompts the victim to escape as soon as possible, and that no actions other than escape are possible while a victim is within.  The victim can try a spell to get out, but he cannot do anything that does not contribute directly to escape.

It wasn't until the *maze* spell appeared in the *Player's Handbook* (2000) for ***Dungeons and Dragons, Third Edition*** that a creature could—absolutely and without risking violating the spell's letter or spirit—do something other than try to escape the effect of the spell *maze*, that version of the spell having much the same text as the *Pathfinder* spell does now.

  [1]: http://www.d20pfsrd.com/magic/all-spells/m/maze
  [2]: http://www.d20pfsrd.com/magic/all-spells/p/plane-shift
  [3]: http://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces