Motion (Wizard Spell)

This spell confers a magical motive force on an object touched by the wizard. The object must be designed to move in some way-for example, a wagon would roll on its wheels without the benefit of a horse to pull it; a boat or raft would move over water; a winch, capstan, water wheel, or millstone could be made to turn by itself; or a door or gate could open or shut by itself.
The motion can be started and stopped by command words specified by the wizard during the casting. The potential for motion on com­mand exists for the duration of the spell.
The rate of motion is about the same as the object's normal operating speed (for example, up to 12 for a wagon, 18 for a chariot, etc.), and the wizard can vary speed or direction of motion within this normal range at will. The force of the motion is proportional to the size of the object affected, so a wizard might win a tug of war with a team of large draft horses if he has a large, sturdy cart to work with. This spell is useful for creating unusual machines and devices for a wizard's laboratory.
If the object's motion is interfered with by a greater force than it can counter (a giant grabs a magically powered water wheel and tries to stop it), the object resumes its ordered motion when the obstruction is cleared.
Notes: Rare spell. Known to be in Prismal's Pocket Library, Vol. IV.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells