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Imakuni:
Abjuration (binding) Freya's Hair
Ties target up-Lasts 3 turns-Costs 7 Imbued Energy-takes Strength roll of 6 to break out-Effective Range: Melee-Very Long
The Freya's Hair spell is a weaker binding spell used by less experienced Imbued Mages and Imbued Warriors srving Freya, and lower-ranking ones. Despite this and its short duration, it is still an effective spell for when you need to make a quick getaway, make a powerful enemy ineffective, or just to hold someone while you shoot them. It creates golden strands of energy that look remarkable like hair, although much longer than regular hair, and much, much stronger, that tie the legs of the target together, and the arms to the torso, for eighteen seconds. It takes quite the effort to get free of it, and can be cast on a target pretty much as far as one can see.. Legend has it that the goddess Freya actually reaches some of her hair down for your use, although the higher mages regard it as just that, an urban legend.
Kraftur Laser Heavy Rifle (Laser High-Caliber Rifle)
Accuracy Modifier: +2 Melee +2 Short +2 Medium +2 Long +1 Very Long -1 Ultra-Long -3
Damage: 10-12 Damage-1.5x damage against heavy armor
Cell size: 6 shots per cell-Fires two shot after charging. Weight is 1
Created by the laser weapons company Kraftur, which has been flourishing in the "good" kingdom, the Kraftur Laser Heavy Rifle was one of their first products, although still quite effective. It takes several seconds to charge, like all laser weapons, and fires two reliably medium-high powered shots in rapid succession, one after another. It was designed to be particularly effective against Heavy armor, as both shots are tightly focused and good at piercing heavy armor. It's also renowned for being accurate at all but the longest ranges. However, for all its strengths, it is fairly heavy like all high-caliber rifles at a hefty 13 pounds. It was also cursed with small space for the clips, resulting in smaller clips that, being laser, are still heavy, a quarter pound each. It comes with four cells on first sale.
SeriousConcentrate:
YOur rune idea was the kind of rune that I probabl would have made anyway- a simple power rune- so I kept the flavor text and edited the effect around a little bit.
Conjuration (Creation) Plasma Shots:
Attacks with 4 plasma orbs-Effective Range Melee-Medium-Damage 3-6 each orb-Costs 12 Imbued Energy-Fires at one target or several different targets.
A offensive conjuring spell used around the world, Plasma Shots creates four small orbs of plasma magically held together, roughly comparable to a light plasma pistol shot each, and hurls them at the enemy with roughly the accuracy of someone proficient with a plasma pistol. Although individually weak, these can devastate an unarmored target and can deal significant damage to armored targets as well. It's effective in ranges from right in front of you to about four-fifths of a soccer field. The four orbs can all fire at one person or can be split up for, say, two orbs on one target and one orb each on two other targets.
Conjuration (Creation) Animated Shield
Shield requires additional attack/defense roll to bypass-Range N/A-Lasts 10 turns-Takes 15 damage-Costs 15 Imbued Energy
Calling upon the War aspects of certain Norse Gods, this spell creates a steel shield roughly 3 feet in diameter which hovers around the target for a minute, blocking attacks. It can take a few bullets before it is destroyed, and is an oft-used defensive spell by Norse Imbued Warriors and Mages. Although it is believed by the untrained that the shield can bash attacks, it can't move forwards or backwards very far unless it's following the caster, and so can't do so. The shield doesn't encumber the caster at all, which is why some smart casters have found alternate uses for it.
Rune of Creation:
Rune of Creation: A mark Sonia was imbued with, positioned on the inside of her right wrist. It has a chance of increasing the power of any Conjuration: Creation spell she casts without costing additional energy, but it's limited to that specific set and even then only works 50% of the time.
Draignean:
Illusion (Phantasm) Light Wall
Barrier of light looks like real wall and functions like one-lasts for two minutes-is immobile-takes 40 points of damage, 10 if spotted-10 yards wide, 4 feet high-25 Imbued Energy
The Light Wall spell is a defensive phantasm, creating a real-looking barrier made of light that is 10 yards wide, two feet thick, and 4 feet high. It's immobile and takes a large amount of damage unless someone can spot it as an illusion (via a Wisdom Check difficulty 5), in which case it's only a quarter as tough before they can breach it. It's often used as a defensive emplacement but is usually limited to that role becuase of the large amount of Imbued Energy it takes to use. It is favored by mages in teams, as it provides cover for all behind it.
Enchantment (charm) Forgetfulness
Causes target to forget their memories temporarily upon a touches with distaff-Lasts for half a minute-Wisdom Roll of 6 to beat-10 Imbued energy-only works with distaff
Forgetfulness is an enchantment spell very useful for temporarily getting rid of enemies- three touches with a Seior Distaff, and they'll forget all their memories for half a minute, usually causing them to attack teammates as well as enemies, or run away confused and frightened, unless they're strong-willed enough to beat it. It is a favorite among mages possessing a seior distaff because it is effective and doesn't require to much effort out of one's energy to use, despite its drawback of requiring a successful touch with the staff.
Seior Distaff (Illusion)
The Seior Distaff (Illusion) is a rune-covered staff used to increase the power of enchantment and illusion magic. It has a 33% chance to increase the power of illusion spells by one, and is what is required for the spell Forgetfulness.