The following Spirit Magic spells were created by me on the RuneQuest-Rules list, while several of us were batting about ideas for "Fireblade" type spells for the other elements.

FlowNet (Water)
4 Points
Touch, Temporal, Passive
    This spell effects only combat nets. Once cast, the net seems to drip with water, although it does not actually gain in weight. On a successful hit, the FlowNet entangles it's target and begins "flowing" and spreading along their bodies, enveloping and entangling new hit locations each subsequent melee round. Each melee round, the FlowNet will flow down 2 and up one hit location. (i.e. if it struck a human in the chest (on location 14) it would spread to envelope locations 15 and 13 - 12 the next round.) The FlowNet stops when it has covered a number of hit locations equal to it's SIZ. (Most combat nets have SIZ 15 - 20.) If, in it's travels, it envelopes the head of it's target, the net begins to force itself into the mouth of it's victim, attempting to drown him as an undine would.
    All normal net combat rules apply to a FlowNet, and the weilder must retain possession of the net at all times. Destroying the net's hit points in an area reduces the number of hit locations that it can cover.

RedBlade (Lunar)
4 Points
Touch, Temporal, Passive
    This spell effects only scimitars or similarly curved edged weapons such as jambiyas, kukris, etc.. It causes the weapon to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the weapon is at it's highest ebb (full), the blade ignores all non-magical armor, has and strikes for double damage, On those rounds that it is between extremes (half, crescent) it ignores all non-magical armor and strikes for normal damage. On those rounds when the blade barely glimmers (new, empty), it acts in all ways as a normal weapon, but provides no damage bonuses for strength. The blade enters a new phase with each new melee round, beginning in whatever phase the moon is currently in and cycling from then on.

RedShield (Lunar)
4 Points
Touch, Temporal, Passive
    This spell effects only shields. It causes the shield to take on a reddish glow that waxes and wanes between melee rounds. On those rounds when the shield is at it's highest ebb (full), the armor points of the shield are doubled, and all parries with that shield are counted as being one level of success higher [Example: a normal success in counted as a special, and a special as a critical]. On those rounds that it is between extremes (half, crescent) the armor points are doubled (only). On those rounds when the shield barely glimmers (new, empty), it's armor points are halved. The shield enters a new phase with each new melee round, beginning in whatever phase the moon is actually in and cycling from then on.

SandBlade (Earth)
4 Points
Touch, Temporal, Passive
    When cast on a bladed weapon, this spell gives the weapon a dusty, dirty sheen that seems to shift across the flat of the blade as if sand were flowing downhill. Whenever a Sandbladed weapon strikes its target, it makes a hissing sound and raises a small cloud of dust.
    Anything struck by a SandBlade is eroded for 1 point of damage if the rolled damage can overcome the location's armor points. In the case of a shield or parrying weapon, the same effect applies. Rolled damage in excess of defensive armor is applied to the target's hit points as normal.
    Before any wound caused by a SandBlade can be healed, someone must succeed with a First Aid roll and spend five full melee rounds to remove the dirt and grit from the wound (no damage is healed in this circumstance; a second roll and time spent would be required). If this is not done, the healing rate of the injury is doubled (i.e. takes twice as long or twice as many points of Healing),