# 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. --- ## 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