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dtgreene: 2. (non-EE) if you cast the spell on yourself, Spell Immunity is ignored; I note that casting maze on yourself could be a viable strategy in some cases (but make sure that you have at least one other living party member so that the game doesn't end)
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burn: Easier to Otyluke, I think.
Otyluke (self target) is busted in ee by default... most mods fix it however so it may be a good option
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dtgreene: 2. (non-EE) if you cast the spell on yourself, Spell Immunity is ignored; I note that casting maze on yourself could be a viable strategy in some cases (but make sure that you have at least one other living party member so that the game doesn't end)
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Bookwyrm627: Maze on the main character is game over. No if's, and's, or but's. The only thing Mazing CHARNAME is good for is to see your essence float away during the game over animation.

Mazing any other party member might be a sub-optimal strategy to use in outrageous circumstances, but you'll never have to worry about lacking another living party member in that process.
IIRC, you're mixing up Imprisonment with Maze, which is easy enough to do as both have the same animation and are both rather similarly slim in terms of available defenses.

Imprisonment is indeed game over on the main character, as well as having other nasty side effects (party members struck are considered to be removed from the party at that very moment, so it will end romances and potentially even make you unable to re-recruit the NPC if your Reputation isn't fully compatible with their alignment at the time you cure it).

I at least remember Maze to be a temporary effect (the affected person remains in the roster and simply isn't available until they return when the spell ends) with no special game ending effect on CHARNAME (unless you are solo, in which case a lot of spell effects that are normally temporary nuisances become instant game enders).
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AurelianDragon: IIRC, you're mixing up Imprisonment with Maze, which is easy enough to do as both have the same animation and are both rather similarly slim in terms of available defenses.

Imprisonment is indeed game over on the main character, as well as having other nasty side effects (party members struck are considered to be removed from the party at that very moment, so it will end romances and potentially even make you unable to re-recruit the NPC if your Reputation isn't fully compatible with their alignment at the time you cure it).

I at least remember Maze to be a temporary effect (the affected person remains in the roster and simply isn't available until they return when the spell ends) with no special game ending effect on CHARNAME (unless you are solo, in which case a lot of spell effects that are normally temporary nuisances become instant game enders).
Just tested it, and I stand corrected. Maze didn't end the game when I cast it on myself with Sarevok in the party.

I could have sworn that Maze was a game ender on the PC. Do Elder Orbs throw Imprisonment?
Maze is a game ender if you're playing solo. Otherwise you just cease to exist for the duration based on your intelligence.

There are a couple of elder orbs that can cast Imprisonment, but they're very rare and don't usually cast the spell since their script prioritizes eye-lasering you. One of the ones in Hell and the one in the back end of the Underdark beholder lair are the only ones you'll encounter in a normal game that can even cast it.
Post edited August 20, 2017 by bevinator
For elder orbs i just cast si: abjuration and necromancy and also spell shield, their rays dont affect me. I can free cast afterwards.
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bevinator: Maze is a game ender if you're playing solo. Otherwise you just cease to exist for the duration based on your intelligence.

There are a couple of elder orbs that can cast Imprisonment, but they're very rare and don't usually cast the spell since their script prioritizes eye-lasering you. One of the ones in Hell and the one in the back end of the Underdark beholder lair are the only ones you'll encounter in a normal game that can even cast it.
In addition, I recall it's not the super fast version that Demiliches cast, but the standard wizard version.

Touch range and casting time 9 should make it supremely easy to prevent the Orb from ever getting the thing off if it even tries to cast it :)

(Sadly, this makes the spell rather similarly suck from your end too, I only really ever found it to be particularly useful to quickly eliminate the Fire Giants in TOB that have 46 bazillion HP and take way too long to kill normally ...)