Some simply want to disappear into the hedge. Who would deny them the right?
[ ][ ][ | ][ | ][ | ] Grow Hedge Maze – By scattering seeds around your feet, you can rapidly grow up a hedge maze around you. The hedges grow over an area up to 30 feet in diameter per level of Grow Hedge Maze in a matter of seconds, spreading outward from where you began it in whatever directions and shape you desire. Anyone attempting to push through the hedges of your maze takes 1 piercing damage per level of Grow Hedge Maze whether or not they succeed, and must make a strength roll against d6 per level of Grow Hedge Maze and be rebuffed if they fail.
[ | ] Puzzling Signpost – With a gesture, you can create a speaking feature of your maze, perhaps a statue or a water feature, which stands at a crossroads and delivers a spoken conundrum of your own design. Solving the conundrum points to the correct path through the maze, while failing it has consequences. When you add the puzzle, you may make the consequences as mild as simply convoluting the traveller's path through the maze, or you may have the wrong path cause up to 3d6 damage of a type of your choice from some kind of sudden hazard or trap. No Puzzling Signpost may be within 30 feet of another, or the edge of the maze, as the crow flies.
[ | ][ | ][ | ][ | ] Mazeguard – At a doorway or clearing in your maze, you can create an animate humanoid guarding who will attempt to prevent anyone but you from passing. It may be an animate suit of armour, statue, or similar form. While it can move, it cannot leave its post. No Mazeguard may be within 30 feet of another, or the edge of your maze, as the crow flies. For each level of Mazeguard beyond the first, you may station an additional, identical Mazeguard in the same place as another, in defiance of this rule.
[ | ][ | ] Wondrous Folly – With a brief ritual performed at a spot in your maze, you can create a remarkable geographic feature or work of architecture or art in that spot. This may be anything from a reflecting pool, to a statue garden, to a temple facade, and may even include geographically impossible details, like a cave that reaches into space that is simply part of your maze if entered from outside of the folly. Additionally, at your option, any part of a folly that reaches above the height of the hedge simply becomes invisible from any other point in the maze. Anyone who sits admiring or reflecting upon one of your maze's follies gains a 2d6 bonus to rolls to meditate, maintain focus, or gather clarity of mind, and after d6 hours spent at one of your maze's follies, a person may remove any negative mental condition they are under. At second level, while a mage stands beside one of your maze's follies, they increase the level of all spells they know by one. No Wondrous Follies may be within 60 feet of another, or the edge of your maze, as the crow flies.
[ ][ ][ ][ ][ ] Worldhenge – Once you are at least 50 feet from the edge of your hedge maze, you may continue to expand the hedge maze inward by having it pass into extradimensional space. Once you are at least 50 feet into the extradimesional space, you may link the hedge maze to any other hedge maze of your creation that is similarly extradimensional, allowing someone to enter one maze and end up in another via the extradimensional space. For each level of Worldhenge beyond the first, lower the distance required by 10 feet.