Section E(j) - The force labyrinth spell
[All players are given this spell as a sort of Get Out of Jail Free card, but it tends not to be as good as they imagine. It forces a map connection to work between a given pair of adjacent caves, and can be used if one is stranded by one of the Earthquake hazards.]
Instead of casting force labyrinth at when Terra Incognita is closed, say "The never-children laugh once again."
Before casting force labyrinth at:
unless the location is a labyrinth room, say "That spell has efficacy only in the Maze of Royal Beasts." instead.[1]
To force a path (way - direction) from (place - room):
let the current position be the grid position of the location;
let the new position be the vector sum of the current position and the vector of the way;
if the new position is <0,0,0>, stop;
let the new room be the room at the new position;
if the new room is Solid Rock:
if a labyrinth room is acceptable:
let the new room be a random acceptable labyrinth room;
let the current position be the grid position of the location;
position the new room at the new position;
otherwise:
stop;
now the new room is Earthquake-undamaged;
change the way exit of the location to the new room;
let the reverse way be the opposite of the way;
change the reverse way exit of the new room to the location.
Effect of casting force labyrinth at:
record outcome "the whole area before you fills with mist, momentarily leaving your mind a blur";
if the room north from the location is Solid Rock, force a path north from the location;
if the room east from the location is Solid Rock, force a path east from the location;
if the room south from the location is Solid Rock, force a path south from the location;
if the room west from the location is Solid Rock, force a path west from the location;
continue the action.
Note
[1]. This is a before rule, unconventionally, to stop players from wasting precious STR finding out what the spell is supposed to do.