I'm playing a wizard in an ArM5 campaign who focuses on Muto Corpus; his magic mostly involves changing bits of his body - changing arms into bear arms for fighting, legs into gazelle-legs for running, etc. It's fun.
I was thinking of using magic to grow two extra arms temporarily. It's a cool effect and would fit the character's ever-growing fascination with the bizarre and extremely magical. However, I couldn't decide on the power level for such an effect, and couldn't find anything appropriate in the guidelines.
- First of all - would this be MuCo, or would CrCo be involved, since we're adding new elements? I feel it's more Muto.
- What level of effect? The guidelines talk about adding or subtracting attribute scores, but this isn't listed. Also, it's not like changing arms to a bear's, since it's a much more unnatural change - unless I go for an Arms of the Spider kind of effect, which is a) less effective for using weapons, and b) icky.
- What would this allow me to do, mechanically? Attack twice? Both attack and defend? Cast spells with more gestures?