Darklight's Superior Force Armour
(Alteration, Evocation)

Range:  0
Components:  V, S, M
Duration:  3 turns per level
Casting Time:  9
Area of Effect:  The caster
Saving Throw:  None

This spell is an enhancement of the already formidable capacities of the 8th-level Darklight's improved force armour. It is the same as the lower level spell, except as noted.
Superior force armour enhances the movement capacities of the wizard even more than the improved version. The wizard can run at a maximum speed of MV 24 in a relatively straight line, or in combat, MV 18. The flight capacities function underwater or in vacuum, as well as in atmosphere. Its maximum and cruising speeds are as below:

	Environment	Maximum Speed	Cruising Speed
	Vacuum	128	48
	Normal flight	96	36
	Fluid environment	48	24
	Viscous (ooze, lava)	36	18

The forearm blades are also improved, remaining retractable, but having a base cutting damage of 2d12 each. Three attacks per round are possible with the speed of the armour's movement enhancement. Also, the armour acts to amplify the strength of the wearer, giving the wearer 16 + 2d4 Strength for the duration, giving the blades extra damage potential (Strength bonuses apply here only) as well as giving the armour lifting power to help it out of tight spots.
The suit also helps to compensate for the wizard's inability to cast spells, by adding "attack packages". Several options are possible, each being sets of spells with a limited number of charges. These spells can be fired off two per round at the wizard's discretion, and take the place of the suit's blade attacks. They otherwise act as the normal spells in most respects, and are "cast" at the wizard's level. Note that these are simply triggered "charges" implanted in the structure of the armour, and not subject to normal casting restrictions.
Attack packages that are available:
	10 magic missiles, 10 flame arrows, 5 rays of enfeeblement
	10 stinking clouds, 5 cloudkills, 5 cones of cold, 2 fireballs
	10 lightning bolts, 10 Melf's minute meteors, 5 chromatic orbs
	5 freezing sphere rays, 5 cones of cold, 10 snowballs
	10 webs, 10 sleep darts, 5 wand of paralysis rays, 5 stinking clouds
	10 flame arrows, 5 fireballs, 20 burning hands
Only one of the above may be chosen at the time of casting, and once all charges are spent, the armour cannot trigger more spells unless the entire spell is recast (this must be performed after the duration expires).
The armour is a sapphire blue glow in colour, and is brighter at the joints, as well as along the blades and at the structures controlling weapon packages. The force jets emit a bright azure radiance.
The material component is a diamond cut to resemble a small person, to which is affixed with golden wire a ruby sword, sapphire wings, and one perfectly cut opal for each five spell charges.

