The death of [55 Necrolyte] Ezon (Githzerai)

in On a Spiral Staircase Up the Conjurer's Tower

from the perspective of [55 Necrolyte] Ezon (Githzerai)


A war-hardened warrior is scanning the landscape for trouble.
Alarm bells sound, signalling an invasion!

< 6h/307H 101v/140V Pos: standing >
Inside the Gates of Caer Tannad
   Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall.  A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked.  A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed.  A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East  -South

< 6h/307H 100v/140V Pos: standing >
Alas, you cannot go that way. . . .

< 6h/307H 101v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the area.

< 6h/307H 101v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
Fresh blood splatters cover the area.
The corpse of a Githzerai is lying here.
A steel dagger has been tossed aside here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.

< 6h/307H 101v/140V Pos: standing >
You get a glowing quill from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.
You get a spellbook from the corpse of Ezon.

< 7h/307H 103v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east and west into the darkness.
Obvious exits: -East  -West 
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 105v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues east
and west.
Obvious exits: -East  -West 
A spellbook has been tossed aside here.

< 8h/307H 104v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east and west into the darkness.
Obvious exits: -East  -West 

< 8h/307H 103v/140V Pos: standing >
A Bend in the Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and east.
Obvious exits: -North -East 
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 103v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 103v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and south, while a steel ladder leads up the west wall to the level above.
Obvious exits: -North -South -Up   
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 102v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north to a turn, and south into the darkness.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 101v/140V Pos: standing >
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and south, while a steel ladder leads up the west wall to the level above.
Obvious exits: -North -South -Up   
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.

< 8h/307H 101v/140V Pos: standing >
Up a Steel Ladder
   Moored to the granite, this steel ladder steadily scales the wall.  Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder.  Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb.  Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner.  Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up    -Down 

< 8h/307H 100v/140V Pos: standing >
On a Steel Ladder
   Moored to the granite, this steel ladder steadily scales the wall.  Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder.  Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb.  Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner.  Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up    -Down 

< 8h/307H 100v/140V Pos: standing >
Down a Steel Ladder
   Moored to the granite, this steel ladder steadily scales the wall.  Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder.  Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb.  Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner.  Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up    -Down 

< 9h/307H 99v/140V Pos: standing >
The Parapets of Caer Tannad
   The guard's walkway is flanked by by two low walls, four foot stones spaced
out so that an archer can fire then pull back safely to reload.  The floor is
composed of tightly fitted sarsen cobblestones, lain upon the granite that
makes up most of the keep.  The air up here is cool and slightly faster than
on the ground, with the vague smell of salt water brought up from the harbor
to the west.  You can see most of the province from this height, the wilds to
the north and south, Timeless Sea to the west, and the small rooftops that
are the whole of Tharnadia down to the east.  Overhead a stone bridge spans
gap between the two keeps, connecting their third floors from between the
towers that make up the elder's chambers.  A steel ladder descends to the
dungeons below, while the walk continues to the north and south.   A stone
walkway leads east into the innerkeep.
Obvious exits: -North -East  -South -Down 
[299] A glowing quill rests upon the ghastly ground here. (glowing)
[589] A spellbook rests upon the gloomy ground here.

< 9h/307H 98v/140V Pos: standing >
A Walkway to the Inner Keep
   This path enters from the guard's walk to the west, continuing east between
the two main towers of Caer Tannad into the innerkeep.  A large stone archway
opens up in the granite of the stronghold, filled by the wooden form of an oak
door.  Overhead, you can see the underside of the Great Spanning Bridge, that
connects the twin keeps and the mesas upon which they stand.  The air here is
calmer then on the parapet, but still chill enough to allow you to see your
breathe before your face.  The path continues east and west.
Obvious exits: -East # -West 

< 9h/307H 98v/140V Pos: standing >
Ok.

< 9h/307H 100v/140V Pos: standing >
The Second Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
to the east, climbing to the third and final level of the keep, while a walk
leads to the parapets to the west.  The hallway continues to the north and to
the south.
Obvious exits: -North -East  -South -West 

< 10h/307H 100v/140V Pos: standing >
Ok.

< 10h/307H 101v/140V Pos: standing >
You sit down and relax.

< 10h/307H 102v/140V Pos: sitting >

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 8 5th, 7 6th, 6 7th, 6 8th, 5 9th, 5 10th and 4 11th circle spell(s).

< 10h/307H 102v/140V Pos: sitting >
You are memorizing heal undead, which will take about 3 seconds.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 12h/307H 115v/140V Pos: sitting >
You are memorizing heal undead, which will take about 3 seconds.

< 12h/307H 117v/140V Pos: sitting >
You are memorizing heal undead, which will take about 3 seconds.

< 12h/307H 119v/140V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 12h/307H 121v/140V Pos: sitting >
You have finished memorizing heal undead.

< 12h/307H 121v/140V Pos: sitting >
You are memorizing heal undead, which will take about 3 seconds.

< 13h/307H 122v/140V Pos: sitting >
You have finished memorizing heal undead.

< 13h/307H 127v/140V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 14h/307H 130v/140V Pos: sitting >
You are memorizing energy drain, which will take about 4 seconds.

< 14h/307H 130v/140V Pos: sitting >
A grounds keeper enters from the south.

< 14h/307H 131v/140V Pos: sitting >
You have finished memorizing heal undead.
You are memorizing energy drain, which will take about 4 seconds.
Alarm bells sound, signalling an invasion!

< 14h/307H 133v/140V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 14h/307H 134v/140V Pos: sitting >
You are memorizing energy drain, which will take about 4 seconds.

< 14h/307H 135v/140V Pos: sitting >
You have finished memorizing heal undead.

< 15h/307H 139v/140V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 15h/307H 140v/140V Pos: sitting >
You have finished memorizing energy drain.

< 16h/307H 140v/140V Pos: sitting >
You are memorizing detect invisibility, which will take about 3 seconds.

< 16h/307H 140v/140V Pos: sitting >
You are memorizing haste, which will take about 3 seconds.

< 16h/307H 140v/140V Pos: sitting >
You have finished memorizing energy drain.

< 17h/307H 140v/140V Pos: sitting >
You have finished memorizing energy drain.

< 18h/307H 140v/140V Pos: sitting >
Yes, you _HAVE_ heard of rumors about that spell.. but you think it beyond your powers anyway.

< 18h/307H 140v/140V Pos: sitting >
You have finished memorizing detect invisibility.

< 18h/307H 140v/140V Pos: sitting >
You have finished memorizing haste.
Your studies are complete.

< 19h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 19h/307H 140v/140V Pos: standing >
You start chanting...

< 20h/307H 140v/140V Pos: standing >
Casting: heal undead 

< 20h/307H 140v/140V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!

< 281h/307H 140v/140V Pos: standing >
You start chanting...

< 281h/307H 140v/140V Pos: standing >
Casting: heal undead 

< 282h/307H 140v/140V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!

< 307h/307H 140v/140V Pos: standing >
The Bottom of Some Stairs
   During the day, light filters in from above illuminating this room with
haunting shadows that change shape with the movement of the sun.  A granite
stairwell leads up the north wall to the floor above, its surface smoothed and
beveled and a long oaken ballustrade running up its southern side.  The
banister is devoid of any carvings, having instead, its ends capped with gold
domed ends and golden rods supporting it at hand level.  The stairway leads up
to the Great Spanning Bridge and, Caer Dauthe, beyond.
Obvious exits: -West  -Up   

< 307h/307H 139v/140V Pos: standing >
The Top of Some Stairs
   During the day, light filters in from the west illuminating this room with
haunting shadows that change shape with the movement of the sun.  A granite
stairwell leads down through the north end of the hallway, to the floor below,
its surface smoothed and beveled and a long oaken ballustrade running up its
southern side.  The banister is devoid of any carvings, having instead, its
ends capped with gold domed ends and golden rods supporting it at hand level.
The stairway leads down to the second floor of Caer Tannad.
Obvious exits: -West  -Down 

< 307h/307H 138v/140V Pos: standing >
The Third Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
from the east, climbing down to the second level of the keep, while the Great
Spanning Bridge leads to Caer Dauthe to the west.  The hallway continues to
the north and to the south.
Obvious exits: -North -East  -South -West #

< 307h/307H 138v/140V Pos: standing >
The wooden seems to be closed.

< 307h/307H 138v/140V Pos: standing >
Ok.

< 307h/307H 140v/140V Pos: standing >
The Tannadian Side of the Great Spanning Bridge
   Spanning out from between the towers of the ranger and cleric, this end of
the bridge archs high into the air.  It is crafted from the same granite as
the keeps, with the exception of the age of the stone.  This bridge was built
about five hundred years ago, after the great earthquake that disrupted the
land, in order to allow access to Caer Dauthe.  Far below, the Timeless Sea
churns and boils as it crashes into the rocky bases of the twin mesas.  A six
foot high wall has been erected on both sides of the bridge, to prevent people
from accidently falling to their dooms.  The Great Spanning Bridge continues
to the west, while a wooden door opens up to the third level of Caer Tannad.
Obvious exits: -East  -West 

< 307h/307H 139v/140V Pos: standing >
Ok.

< 307h/307H 139v/140V Pos: standing >
The Great Spanning Bridge
   This bridge was built about five hundred years ago, after the great
earthquake that disrupted the land, in order to allow access to the keep Caer
Dauthe.  It is crafted from the same granite as the keeps, with the
exception of the age of the stone.  A six foot high wall has been erected on
both sides of the bridge, to prevent people from accidently falling to their
dooms.  Far below, the Timeless Sea churns and boils as it crashes into the
rocky bases of the twin mesas.  The Great Spanning Bridge continues to the
east and to the west.
Obvious exits: -East  -West 
A steel short sword lies discarded here.
A long steel sword is here in the dirt.

< 307h/307H 138v/140V Pos: standing >
The Great Spanning Bridge
   This bridge crafted from the same granite as the keeps, with the exception
of the age of the stone.  It was built about five hundred years ago, after the
great earthquake that disrupted the land, in order to allow access to the keep
Caer Dauthe.  Far below, the Timeless Sea churns and boils as it crashes into
the rocky bases of the twin mesas.  A six foot high wall has been erected on
both sides of the bridge, to prevent people from accidently falling to their
dooms.  The Great Spanning Bridge continues to the east and west.
Obvious exits: -East  -West 

< 307h/307H 137v/140V Pos: standing >
The Center of the Great Spanning Bridge
   This bridge was built about five hundred years ago, after the great
earthquake that disrupted the land, in order to allow access to the keep Caer
Dauthe.  It is crafted from the same granite as the keeps, with the
exception of the age of the stone.  A six foot high wall has been erected on
both sides of the bridge, to prevent people from accidently falling to their
dooms.  Far below, the Timeless Sea churns and boils as it crashes into the
rocky bases of the twin mesas.  The Great Spanning Bridge continues to the
east and to the west.  A small fountain has been erected here, in memory of
the people who's dreams kept the city of Tharnadia alive.
Obvious exits: -East  -West 
A daedalian fountain stands here, exquisitely rendered in onyx stone.

< 307h/307H 136v/140V Pos: standing >
The Great Spanning Bridge
   This bridge crafted from the same granite as the keeps, with the exception
of the age of the stone.  It was built about five hundred years ago, after the
great earthquake that disrupted the land, in order to allow access to the keep
Caer Dauthe.  Far below, the Timeless Sea churns and boils as it crashes into
the rocky bases of the twin mesas.  A six foot high wall has been erected on
both sides of the bridge, to prevent people from accidently falling to their
dooms.  The Great Spanning Bridge continues to the east and west.
Obvious exits: -East  -West 

< 307h/307H 135v/140V Pos: standing >
The Great Spanning Bridge
   This bridge was built about five hundred years ago, after the great
earthquake that disrupted the land, in order to allow access to the keep Caer
Dauthe.  It is crafted from the same granite as the keeps, with the
exception of the age of the stone.  A six foot high wall has been erected on
both sides of the bridge, to prevent people from accidently falling to their
dooms.  Far below, the Timeless Sea churns and boils as it crashes into the
rocky bases of the twin mesas.  The Great Spanning Bridge continues to the
east and to the west.
Obvious exits: -East  -West 

< 307h/307H 135v/140V Pos: standing >
The Dauthean Side of the Great Spanning Bridge
   Spanning out from between the towers of the sorcerer and conjurer, this end
of the bridge archs high into the air.  It is crafted from the same stone as
the keeps, with the exception of the age of the granite.  This bridge was
built about five hundred years ago, after the great earthquake that disrupted
the land, in order to allow access to Caer Dauthe.  Far below, the Timeless
Sea churns and boils as it crashes into the rocky bases of the twin mesas.  A
six foot high wall has been erected on both sides of the bridge, to prevent
people from accidently falling to their dooms.  The Great Spanning Bridge
continues to the east, while a wooden door opens up to the third level of Caer
Dauthe.
Obvious exits: -East  -West #

< 307h/307H 134v/140V Pos: standing >
Ok.

< 307h/307H 136v/140V Pos: standing >
The Third Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
from the west, climbing down to the second level of the keep, while the Great
Spanning Bridge leads to Caer Tannad to the east.  The hallway continues to
the north and to the south.
Obvious exits: -North -East  -South -West 
A young man in leather armor has been posted here to guard the bridge.

< 307h/307H 135v/140V Pos: standing >
Ok.

< 307h/307H 137v/140V Pos: standing >
The Third Floor Hallway
   A stained glass window is set in the wall to the south, painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the north, while a closet
opens to the east.
Obvious exits: -North -East #
An intricate stained glass window is set in the south wall.

< 307h/307H 136v/140V Pos: standing >
Ok.

< 307h/307H 138v/140V Pos: standing >
The Linen Closet
   This small room is dark and cramped, a multitude of shelves lining the
walls without the door.  The granite floor, devoid of any carpeting,  holds
in the cold which you can feel coming through to your feet.  Meant to keep
away insects, foul smelling balls have been dropped in the closet's back
corner.  The odor is so strong that, much to your chagrin, it has begun to
clear your sinuses.  A small door hangs in the wall to the west, leading back
out into the hallway beyond.
Obvious exits: -West 

< 307h/307H 138v/140V Pos: standing >
The Third Floor Hallway
   A stained glass window is set in the wall to the south, painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the north, while a closet
opens to the east.
Obvious exits: -North -East 
An intricate stained glass window is set in the south wall.

< 307h/307H 138v/140V Pos: standing >
Ok.

< 307h/307H 139v/140V Pos: standing >
The Third Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
from the west, climbing down to the second level of the keep, while the Great
Spanning Bridge leads to Caer Tannad to the east.  The hallway continues to
the north and to the south.
Obvious exits: -North -East # -South -West 
A young man in leather armor has been posted here to guard the bridge.

< 307h/307H 138v/140V Pos: standing >
A militia guard enters from the west.

< 307h/307H 139v/140V Pos: standing >
The Third Floor Hallway
   A stained glass window is set in the wall to the north, painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the south, while a mages'
supply shop lies to the east.
Obvious exits: -East # -South
An intricate stained glass window is set in the north wall.

< 307h/307H 138v/140V Pos: standing >
The Third Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
from the west, climbing down to the second level of the keep, while the Great
Spanning Bridge leads to Caer Tannad to the east.  The hallway continues to
the north and to the south.
Obvious exits: -North -East # -South -West 
A young man in leather armor has been posted here to guard the bridge.
A young man in leather armor has been posted here to guard the bridge.

< 307h/307H 139v/140V Pos: standing >
The Top of Some Stairs
   During the day, light filters in from the east illuminating this room with
haunting shadows that change shape with the movement of the sun.  A granite
stairwell leads down through the north end of the hallway, to the floor below,
its surface smoothed and beveled and a long oaken ballustrade running up its
southern side.  The banister is devoid of any carvings, having instead, its
ends capped with gold domed ends and golden rods supporting it at hand level.
The stairway leads down to the second floor of Caer Dauthe.
Obvious exits: -East  -Down 

< 307h/307H 138v/140V Pos: standing >
The Bottom of Some Stairs
   During the day, light filters in from above illuminating this room with
haunting shadows that change shape with the movement of the sun.  A granite
stairwell leads up the north wall to the floor above, its surface smoothed and
beveled and a long oaken ballustrade running up its southern side.  The
banister is devoid of any carvings, having instead, its ends capped with gold
domed ends and golden rods supporting it at hand level.  The stairway leads up
to the Great Spanning Bridge and, Caer Tannad, beyond.
Obvious exits: -East  -Up   

< 307h/307H 137v/140V Pos: standing >
The Second Floor Hallway
   Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors.  The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship.  A stairwell leads up
to the west, climbing to the third and final level of the keep, while a walk
leads to the parapets to the east.  The hallway continues to the north and to
the south.
Obvious exits: -North -East # -South -West 

< 307h/307H 137v/140V Pos: standing >
The Second Floor Hallway
   A stained glass window is set in the wall to the north painting the
hallway's expanse a plethora of colors.  Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system.  Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor.  The hallway continues to the south, while a stairway
east leads up into the tower of the conjurer.  The King's bedchamber adjoins
this hall to the west of here.
Obvious exits: -East  -South -West #
An intricate stained glass window is set in the north wall.

< 307h/307H 137v/140V Pos: standing >
The Bottom of the Conjurer's Tower Stairs
   This room is devoid of any light source, the light from the windows in the
hallway not strong enough to penetrate this gloom.  A granite spiral stairwell
rises up into the tower of the conjurer, its sides hewn smooth and a grinning
elemental head carved in the top of each step.  The bannister is made of ice
so cold that smoke perpetually rises off it, no matter the temperature of the
room.  The stairway curves up through the ceiling, while the hallway heads
out to the west.
Obvious exits: -West  -Up   

< 307h/307H 136v/140V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up    -Down 

< 307h/307H 136v/140V Pos: standing >
On a Spiral Staircase Up the Conjurer's Tower
   A small window opens up in the rounded tower wall, allowing the outside
lights to illumine the area.  A granite spiral stairwell rises up into the
tower of the conjurer, its sides hewn smooth and a grinning elemental head
carved in the top of each step.  The bannister is made of ice so cold that
smoke perpetually rises off it, no matter the temperature of the room.  The
stairwell continues its languid climb both up and down.
Obvious exits: -Up    -Down 

< 307h/307H 136v/140V Pos: standing >
The Tower of the Conjurer
   This sizable spire appears to be the study of a very powerful conjurer, as
reagent bottles and spell components lie everywhere.  Several shelves line the
walls, holding these components and a number of ancient-looking texts.  At the
eastern end of the room sits a large desk made from solid fire, which seems to
pulse with the images of strange netherworld creatures.  Behind the desk sits
a huge high-backed chair that looks extremely old and very comfortable.  The
most fascinating feature about this study is the portal set into the western
wall.  Shaped into a delicate oval, the portal appears to be a gate to another
location within the keep, as another mage's study can be seen on the other
side.  Energy seems to radiate from the portal, which is obviously used as a
method of fast transit and communication.  A granite stairway spirals downward
through the floor.
Obvious exits: -Down 
The corpse of a Githzerai is lying here.
A portal floats here, glowing with a miriad of vibrant colors.
(Q)Khira, the great tharnadian conjurer, stands here instructing her pupils.

< 307h/307H 135v/140V Pos: standing >
Alas, you cannot go that way. . . .

< 307h/307H 135v/140V Pos: standing >
You sit down and relax.

< 307h/307H 136v/140V Pos: sitting >
You have memorized the following spells:
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 5th circle)  2 - heal undead

And you are currently memorizing the following spells:
    3 seconds:  ( 5th) heal undead
    6 seconds:  ( 5th) heal undead

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 4 5th, 7 6th, 6 7th, 4 8th, 2 9th, 5 10th and 4 11th circle spell(s).
You continue your study.

< 307h/307H 137v/140V Pos: sitting >
You are memorizing fly, which will take about 4 seconds.

< 307h/307H 139v/140V Pos: sitting >
You have finished memorizing heal undead.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing gate, which will take about 4 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing heal undead.
You are memorizing gate, which will take about 4 seconds.

< 307h/307H 140v/140V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 307h/307H 140v/140V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing fly.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing raise wraith, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing gate.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing raise lich, which will take about 4 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing gate.

< 307h/307H 140v/140V Pos: sitting >
Um.. what spell are you trying to memorize?

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing raise wraith.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing raise lich.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
You are not comfortable enough to study. (try sitting/resting)

< 307h/307H 140v/140V Pos: standing >
You are not comfortable enough to study. (try sitting/resting)

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  1 - raise wraith
( 5th circle)  4 - heal undead

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 4 5th, 7 6th, 5 7th, 4 8th, 2 9th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
You are memorizing vitalize undead, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing vitalize undead.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
You are not comfortable enough to study. (try sitting/resting)

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 5 7th, 4 8th, 2 9th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protect undead, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protect undead, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protect undead, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protect undead.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protect undead, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protect undead.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protect undead.

< 307h/307H 140v/140V Pos: sitting >
Um.. what spell are you trying to memorize?

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protect undead.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: standing >
You are not comfortable enough to study. (try sitting/resting)

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  4 - protect undead
               1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead

You can memorize 12 1st, 11 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 1 7th, 4 8th, 2 9th, 1 10th and 4 11th circle spell(s).
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protection from living, which will take about 1 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protection from living.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
You are not comfortable enough to study. (try sitting/resting)

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  4 - protect undead
               1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead
( 2nd circle)  1 - protection from living

You can memorize 12 1st, 10 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 1 7th, 4 8th, 2 9th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
Um.. what spell are you trying to memorize?

< 307h/307H 140v/140V Pos: sitting >
You are memorizing protection from cold, which will take about 1 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing protection from cold.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
knock                       [in spellbook]
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]
wall of bones               [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                       [in spellbook]
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                 [in spellbook]
cloak of fear               [in spellbook]
compact corpse              [in spellbook]
fly                         [in spellbook]
gate                        [in spellbook]
mass embalm                 [in spellbook]
raise lich                  [in spellbook]
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 307h/307H 140v/140V Pos: standing >
Khira starts casting a spell.

< 307h/307H 140v/140V Pos: standing >
Alarm bells sound, signalling an invasion!

< 307h/307H 140v/140V Pos: standing >
Alarm bells sound, signalling an invasion!

< 307h/307H 140v/140V Pos: standing >
Khira completes her spell...
Khira utters the word 'yufzgpuzre'
Khira is surrounded by burning flames!

< 307h/307H 140v/140V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  4 - protect undead
               1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead
( 2nd circle)  1 - protection from cold
               1 - protection from living

You can memorize 12 1st, 9 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 1 7th, 4 8th, 2 9th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
You are memorizing dimension door, which will take about 4 seconds.

< 307h/307H 140v/140V Pos: sitting >
Alarm bells sound, signalling an invasion!

< 307h/307H 140v/140V Pos: sitting >
You are memorizing dimension door, which will take about 4 seconds.

< 307h/307H 140v/140V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: sitting >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing dimension door.

< 307h/307H 140v/140V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
knock                       [in spellbook]
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]
wall of bones               [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                       [in spellbook]
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                 [in spellbook]
cloak of fear               [in spellbook]
compact corpse              [in spellbook]
fly                         [in spellbook]
gate                        [in spellbook]
mass embalm                 [in spellbook]
raise lich                  [in spellbook]
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing dimension door.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: standing >
You sit down and relax.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
               2 - dimension door
( 8th circle)  1 - detect invisibility
               1 - haste
( 7th circle)  4 - protect undead
               1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead
( 2nd circle)  1 - protection from cold
               1 - protection from living

You can memorize 12 1st, 9 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 1 7th, 4 8th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
You can't hold any more spells in your thought.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing negative concussion blast, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing negative concussion blast, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing negative concussion blast, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You are memorizing negative concussion blast, which will take about 3 seconds.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing negative concussion blast.

< 307h/307H 140v/140V Pos: sitting >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                    [in spellbook]

6th CIRCLE:
cone of cold                [in spellbook]
enervation                  [in spellbook]
minor globe of invulnerability   [in spellbook]
rejuvenate major            [in spellbook]
vitalize undead             [in spellbook]

7th CIRCLE:
knock                       [in spellbook]
protect undead              [in spellbook]
raise wraith                [in spellbook]
reveal true name            [in spellbook]
wall of bones               [in spellbook]

8th CIRCLE:
detect invisibility         [in spellbook]
dispel invisible            [in spellbook]
haste                       [in spellbook]
improved invisibility       [in spellbook]
negative concussion blast   [in spellbook]

9th CIRCLE:
age                         [in spellbook]
dimension door              [in spellbook]
energy drain                [in spellbook]
globe of darkness           [in spellbook]
raise vampire               [in spellbook]
taint                       [in spellbook]
undeath to death            [in spellbook]

10th CIRCLE:
blackmantle                 [in spellbook]
cloak of fear               [in spellbook]
compact corpse              [in spellbook]
fly                         [in spellbook]
gate                        [in spellbook]
mass embalm                 [in spellbook]
raise lich                  [in spellbook]
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing negative concussion blast.

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing negative concussion blast.

< 307h/307H 140v/140V Pos: sitting >
Autosaving...

< 307h/307H 140v/140V Pos: sitting >
You have finished memorizing negative concussion blast.
Your studies are complete.

< 307h/307H 140v/140V Pos: sitting >
You have memorized the following spells:
(10th circle)  1 - fly
               2 - gate
               1 - raise lich
( 9th circle)  3 - energy drain
               2 - dimension door
( 8th circle)  1 - detect invisibility
               1 - haste
               4 - negative concussion blast
( 7th circle)  4 - protect undead
               1 - raise wraith
( 6th circle)  1 - vitalize undead
( 5th circle)  4 - heal undead
( 2nd circle)  1 - protection from cold
               1 - protection from living

You can memorize 12 1st, 9 2nd, 10 3rd, 9 4th, 4 5th, 6 6th, 1 7th, 1 10th and 4 11th circle spell(s).

< 307h/307H 140v/140V Pos: sitting >
You clamber to your feet.

< 307h/307H 140v/140V Pos: standing >
A Drow Elf snaps into visibility.

< 307h/307H 140v/140V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the words 'unsozfol efaui'
Your life energy is tapped.
You feel less energetic as a Drow Elf drains you.
OUCH!  That really did