In our 2nd Edition campaign, a PC of mine created spells to recreate the artificial limbs mentioned in the Complete Book of Elves. It seemed to be fairly balanced.
The end result was for a character like Wolverine (cool claws, no healing factor). He had a wrist blade thing on each arm. Right arm and left leg was artificial. He also had mount points all over his body for attaching full plate armor. The limbs had 18/20 strength or so (not too high for a fighter) and since all his gear was custom, he really couldn't use magical items (like armor). For us, the spells were designed so we could build the character. They might need tweaking for more serious use.
Here's the relevant spells (from 2nd ed.):
Bovart's Right Touch (Enchantment) 3rd
Author: Bovart Seeslom
Availabiltiy: Author Only
Range: Touch
Duration: 1 year per 3 Levels of the Caster
Casting Time: 60 minutes
Area of Effect: one limb/item
This spell was designed to work with Janx's Artificial Control spell to enable recipients of artificial limbs to have normal feeling sensation in their mechanical parts. It conveys a sense of touch and texture, but not temperature or pain. The material component of this spell are limbs to gain this spell and the person to wear the limbs. This spell is cast immediately after the limbs are attached. If the target of this spell is unwilling, a saving throw vs. magic is allowed to negate the effects.
Janx's Binding (Alteration) 3rd
Author: Janx Jelantru
Availability: Author Only
Range: Touch
Duration: Special
Casting Time: 1 round
Area of Effect: 1 object
This spell is used to attach artificial limbs to their recipients. The spell is permanent, as it is magically fused to the body. It can only be removed if specifically dispelled or the recipient wills his limb to fall off. The spell must be recast to re-attach the limb. The material component of this spell is the limb to be attached and a small ball of pitch or honey.
Janx's Artificial Control (Enchantment, Alteration) 4th
Author: Janx Jelantru
Availability: Author Only
Range: Touch
Duration: 1 year per 3 levels of the caster
Casting Time: 60 minutes
Area of Effect: Special
This spell allows the recipient to manipulate any mechanical device that was attached to him at the time of the spell's casting. In short, it allows the usage of mechanical limbs that have been attached to somebody by that person. For example: a victim of an accident has lost his arm. A mechanical replacement can be made, but must have a value of 1000 GP or more. The limb is attached, and then the spell is cast. From then on, as long as the spell is in effect, the recipient of the spell can control all the joints and levers on that limb. A recipient may have as many functions as his Intelligence, because the wearer must concentrate a little bit more than an ordinarily limb. A single limb is counted as a function, but creative designers can add crossbows, blades, and many other devices that each count as a function. This spell can allow the manipulation of hinges, levers, pulleys, and wheels. If the limb is sepparated from the body, the recipient can still control its functions to a range of touch. This spell does not bestow the benefits of a sense of touch. The operating strength is equal to the caster's level times 1.5 rounded up, but only grants 10% per point past 18 Strength. Thus an arm enchanted by a 14th level mage would have a strength of 18(20) for attacks made with that arm only. Because the rest of the person doesn't have 18(20) strength, he is still considered as having his normal strength. Artificial Limbs are much sturdier than their natural counterparts, except under very extreme stress, are not likely to take damage. The material component of this spell is the Artificial Limb to be used. If the recipient is unwilling, a saving throw vs. Magic can be made to negate the effects. This spell must be cast for each limb to be enchanted. This spell can also be used to turn wheels. A wheel of 3' diameter can be turned at Level times 4 RPMs.