OK Ochita, starting ith your stuff.
Fireball
Evocation (fire)-15-yard radius splash-20 Imbued Energy-10-20 damage-+0 Melee, Short and Medium Ranges, -3 Long, Very Long, and Ultra Long. Ineffective against armored vehicles.
The fireball is a very common evocation spell, used by Imbued soldiers the world round. It's no wonder too, as it provides a lot of damage with the capacity to hit many people, spreading fire around it at a 15-yard radius, in other words basically being a fire grenade. Unfortunately, the spell is quite an energy guzzler, and if you're using the spell at anything beyond Medium Range, it's most likely going to miss- it's nto a very accurate spell even at the shorter ranges, aalthough the attack's splash usually means that doesn't have to be worried about.
Neutrality's Will
Enchantment (Dominate)-Opposed Will rolls determine success or failure-10 Imbued Energy+5 Imbued Energy per turn continuing to control. Ineffective beyond Short Range.
Neutrality's Will is a spell often used by the more novie enchanters of Lachesis. It calls upon the aspects of hsi neutrality, mind and will, involving the caster and target in a battle of wills, and if the mage wins, his will stops the mind of the target and causes him to stay neutral, and more importantly, renders him unable to move. IT starts out as not that expensive of a sell, but it quickly gets to guzzle Imbued Energy if one keeps their enemy controlled too long, and it doesn't work beyond a short range, as you have to be able to lock eyes with the target.
Rune of Power
Gives 1/4 chance to get a +1 on rolls of all spells (Attack rolls, will rolls, success chance rolls etc.)
The Rune of Power is a rune usually tattooed on the palm of the wearer, used very commonly, it is in the shape of a shining gem, and it provides a little bit of effectiveness to all of the wearer's spells.