diff --git a/combat.tex b/combat.tex
index a07c3666fc97e0d10122cd5e97d39a2f534268ea..7c94d0500121218176b020f729d1fb098bc4dcfb 100644
--- a/combat.tex
+++ b/combat.tex
@@ -391,6 +391,7 @@ However, they work best in defence.
 
 \subsection{Dual Wielding}
 \index{Dual Wielding}
+\label{dualWielding}
 
 When you have two weapons, you must select one as the primary weapon.
 On the first round, the primary weapon must be the first weapon you use, but after that, you can attack with either.
diff --git a/spheres.tex b/spheres.tex
index 8e4eeab8ab3aa70095a574bc55aadae3d41942d4..4e8f169ab7f5b169aa69818747311ab3e84fda02 100644
--- a/spheres.tex
+++ b/spheres.tex
@@ -1190,6 +1190,7 @@ As with the \textit{Realistic} enhancement, the caster gains a number of Form Po
 	\item{Etherial Form: The caster turns into a thick smoke or mist, becoming immune to almost all physical damage.}
 	\item{Fiery Form: The caster's body is composed mostly of acid, fire, or some other dangerous substance.
 	All grappling attacks deal $1D6$ damage from the hold itself.}
+	\item{Many arms: You have many arms, and if they can grasp weapons, then you can have a third and fourth weapon.  The third weapon adds one quarter of its Evasion Bonus.  The weapons otherwise work as per standard \textit{Dual Wielding} rules (see page \pageref{dualWielding}).}
 
 \end{itemize}