Spells require the skill for any particular rune to be equal or higher than the number of runes using that skill per round
Damage
In general a spell will cause +1 damage per rune.
Casting Time
It takes roughly one second per rune involved in the spell to cast. ie. A spell for blasting a nearby foe with a small bolt of fire might take 3 seconds to cast (one each for Creation, Fire, and Line runes).
Damaging spells which are affected by armour, such as elemental attacks, use multiple dice. Damage spells less affected use single dice with a number added or, in rare cases, a fixed value.
Bolt of Magic (line,curve,energy)
Sends a bolt of magical energy to strike a target with enhanced accuracy. Automatically hits, damaging with d6+6.
Fire Bolt (line,fire)
Spellcrafter fires a bolt of fire at an enemy. Roll to hit as normal for ranged combat. Use 2d8 for damage.
Ball of Fire (line,curve,curve,fire)
A ball of fire explodes near to the caster causing damage on 2d6. Removing the line component of this spell would cause a ball of fire to erupt from the caster.
Lightning Bolt (line,line,air,fire)
A bolt of lightning strikes out from the spellcrafter, hitting everyone in it's path with 2d8 damage dice.
Lightning Strike (line,air,fire)
A bolt of lightning strikes down from the sky, hitting a single target with 2d8 damage.
Animate Earth (earth,energy)
Causes the ground to animate and serve the caster. The earth is somewhat amorphous and so may shape itself as vaguely humanoid, as a giant hand, or whatever else the spellcrafter desires.??????
Cloud of Fog (air, water, curve)
Creates a cloud of fog centered on the caster.
Heal Injury
Damage
In general a spell will cause d10 damage per rune if it affects a single target, d8 if it has a single dimension effect, or d6 for a spell which affects an area of two or more dimensions. For fixed numbers use half the maximum of the die type, ie. a single target fixed damage spell would cause 5 points of damage.