Spellbooks of Mage Zapp (Evalin) – Available at Lord Faradin's Halls
Book
#1, Volume 1:
1st
(14): Colour Spray, Alarm, Magic Missile, Armour, Phantasmal Force,
Store Magic, Ventriloquism, Taunt, Chill Touch, Shocking Grasp,
Detect Magic, Shield, Burning Hands, Prot.f.Evil.
2nd (12):
Blindness, Irritation, Magic Mouth, Invisibility, Stinking Cloud,
Spectral Hands, Deafness, Prot.f.Cantrips, Wizard Lock, Knock, Bind,
Misdirection.
Book
#1, Volume 2:
3rd
(5): Summon Elemental Warrior, Windwall, Wraithform, Clairvoyance,
Fireball.
4th (1): Phantasmal Killer.
Book
#2:
1st
(7): Ventriloquism, Enlarge, Change Self, Taunt, Reduce, Prot.f.Evil,
Phantasmal Force.
2nd (10): Fools Gold, Fog Cloud, Alter Self,
Create Amulet, Deafness, Invisibility, Sleep, Scare, Misdirection,
Blur.
3rd (4): Charm Person, Water Breathing, Explosive Runes,
Fireball.
Book
#3:
1st
(10): Ventriloquism, Affect Normal Fires, Chill Touch, Burning Hands,
Shocking Grasp, Colour Spray, Comp.Langs, Mending, Phantasmal Force,
Grease.
2nd (5): Create Amulet, ESP, Levitation, Prot.f.Paralysis,
Wyvern Watch.
3rd (5): Lightning Bolt, Phantom Steed, Fireball,
Dispel Magic, Blink.
Book
#4:
1st
(9): Armour, Message, Feather Fall, Detect Undead, Mount, Hold
Portal, Prot.f.Evil, Gaze Reflection, Spider Climb.
2nd (10):
Glitterdust, Scare, ESP, Pyrotechnics, Knock, Dust Devil, Magic
Mouth, Rope Trick, Summon Swarm, Messenger.
3rd (5): Infravision,
Illusionary Script, Haste, Prot.f.n.Missiles, Paralyzation.
Book
#5:
1st
(13): Gaze Reflection, Push, Store Magic, Jump, Colour Spray,
Identify, Chill Touch, Taunt, Hypnotism, Prot.f.Evil, Enlarge,
Reduce, Detect Magic.
2nd (4): Shatter, Magic Mouth, Past Life,
Deafness.
Book
#6:
1st
(10): Detect Magic, Chill Touch, Armour, Feather Fall, Tenser's
Floating Disk, Dancing Lights, Alarm, Phantasmal Force, Jump, Wall of
Fog.
2nd (1): Deafness.
Books
#7 & #8 (Self-written):
Volume 1 (2 copies):
1st
(10): Magic Missile, Shield, Comprehend Languages, Mending, Mount,
Identify, Tenser's Floating Disc, Find Familiar, Suggestion,
Write.
2nd (15): Alter Self, Sleep, Spectral Hand, Wizard Lock,
Levitate, Protection from Paralysis, Glitterdust, Rope Trick, Summon
Swarm, Past Life, Continual Light, Detect Invisibility, Flaming
Sphere, Strength, Web.
Volume
2 (2 copies):
3rd
(15): Charm Person, Clairvoyance, Dispel Magic, Explosive Runes, Fly,
Haste, Item, Lightning Bolt, Monster Summoning I, Non-Detection,
Paralyzation, Phantom Steed, Protection from Normal Missiles, Sepia
Snake Sigil, Slow.
Spell
Learning Formula: Percentage
Chance = Magic skill – (10 x Spell Level) days. (E.g. 52%
learning 4th level spell: 52-40 = 12% per day, i.e. 8 days gives 8x12
= 96% chance).
Re-memorizing spells somehow forgotten (e.g. due to
fumbled casting) requires just 1 hour per spell-level (i.e. normally
only one day of reference, therefore costing just
1gp/level).
REFERENCE
FEE: Per
spell level = 1gp (20sp) per day, or 25gp (500sp) per month. Books
not to leave the Halls Library. (E.g. 8 days for 4th level spell: 8x4
= 32gp, or 640sp).