Try to combine air and lightning into a hurricane.
[3+1] Turning back toward the town you decide to throw a hurricane at it's remains, just for good measure. [3]You draw a bit too much power from your staff, not enough from the water, and end up with a large thunderstorm instead. It still wrecks what little is left of the town!
air magic (12/16 exp.)
I look around where we are and carry ShadowDUMP on my back if he doesn't wake up.
[4] It looks like SHADOWdump successfully got you to the cave containing the portals before he passed out. The place seems pretty empty, the only objects of any importance you see are the large chests containing the portals. Each chest has a symbol on it matching those that were in the artifact room, so you should be able to reach any plane you want from here without much trouble.
...experiment with sensory depravation on the poor things.....
[4+1] You encase the felhounds in darkness, cutting off all of their access to the outside world. In their maddened state, they don't even notice and keep charging straight ahead. They soon run out of space and crash into the wall [6] but it breaks, not the hounds! They still end up trapped in the rubble though.
dark magic (14/16 exp.)
felhounds gained Hardheaded!(take no damage from blunt attacks to the head)
encase felhounds feet in ice
[1+1] You try to encase the felhound's in ice, but it seems that they have dried up the air around them selves, and you don't have a readily available source of water.
Wake up and read Book of Beasts,because everyone should enjoy reading a book whenever the hell they do wake up.
[4][5]You wake up and start to read. And read. And read. You read the entire book or beasts, and commit it to memory. You now possess instant knowledge of any beast known to man, and can determine their strengths and weaknesses.
GET THEM UNDER CONTROL!!!
[1] You keep running. Even after the felhounds have been stopped, you keep running.
Irrational fear! Must roll to regain senses next turn.