Let's be methodic!
Animal:
CrAn -- create a bridge of bone
InAn -- speak with the fish and ask them if they'll help you cross
MuAn -- turn one of your leather boots into a leather & bone canoe
PeAn -- intimidate the pursuers by visibly killing an animal with a snap of your fingers ("who's next?")
ReAn -- lift your leather boots (with you on top of them) to the other side of the river
Aquam
CrAq -- create a layer of unnaturally buoyant oil on the river's surface, on which you can walk sinking no deeper than on mud
InAq -- ask the river where it can be forded
MuAq -- make the water breathable (it's still water, but it's unnatural water that does not drown you)
PeAq -- destroy the river (or enough of it to pass through)
ReAq -- move the water away, or turn it into steam or ice
Auram
CrAu -- create a wind so strong that it literally stops the river in its bed
InAu -- If there's already a very thick fog, locate your pursuers are and move to avoid them while they can't see you
MuAu -- change your breath into a pestilentially stinking, mildly poisonous exhalation that would make the hardiest men flee
PeAu -- create a windtrap (a Circle spell that destroys all air within it -- the surrounding air then rushes in to fill the void, creating a strong wind that keeps anyone within the Circle trapped) and lure your enemies into it. You should somehow anchor yourself outside of it to avoid being caught, or accept captivity alongside your pursuers and bargain with them ("kill me and you'll be trapped here forever").
ReAu summon an air elemental to do your bidding
Corpus
CrCo -- create a bridge of bone
InCo -- impress your pursuers with yur divinatory powers and mumbo-jumbo a prophecy about how they'll suffer if they don't let you go ("I'll call back the spirits of disease that almost killed you last winter").
MuCo -- change yourself so that you can cross the river, or your pursuers so that they are no longer a nuisance
PeCo -- paralyze your pursuers with pain or weariness
ReCo -- move yourself across the river
Herbam
CrHe -- create a bridge of wood, or a nice boat
InHe -- if you are in a faerie forest, ask it to stop those pesky intruders
MuHe -- change a twig into a wooden bridge
PeHe -- fell a large tree so that it falls across the river, forming a natural bridge
ReHe -- animate a large tree so that it carries you across the river, after seriously beating up your pursuers
Ignem
CrIg -- surround your pursuers within a wall of fire
InIg ... hmmm ... this is left as an exercise to the reader
MuIg -- if at night, change the torchfires carried by the bandits into a pyrotechnic display that scares them away
ReIg -- move all heat away from a portion of the river (making it freeze)
PeIg -- freeze the river directly
Imaginem
CrIm -- summon something vast and nasty that makes your pursuers (unaware it's an illusion) flee
InIm -- locate the illusion-clad faerie bridge that you know lies somewhere close
MuIm -- disguise yourself as one of the many boulders in the area, or make every bandit look exactly like you
PeIm -- hide invisibly; or turn all the bandits invisible, and say, as if speaking to a single person: "I vaporized all your fellows -- their ghosts will be haunting the area for generations. Of all of them, I leave you the only one alive as a witness to the foolishness of meddling with wizards"
ReIm -- make it look as if you already crossed the river
Mentem
CrMe -- make the bandits really scared of you
InMe -- read the bandits' minds, and use that knowledge to play mind games with them ("Jack, Will, Rob... Bran is not with you. Have you wondered why? Nah, he's just pretending to be ill. He sent you right into a trap -- he sold you to the sheriff for 10 shillings each; you saw the money yourselves! How can you be so dumb to believe he won it playing dice with old Rick... ")
MuMe -- make the bandits recall seeing you flee in the other direction
ReMe -- put the bandits to sleep, or turn them into your loyal slaves
PeMe -- make the bandits forget and/or no longer care about you
Terram
CrTe -- trap the bandits within walls of solid stone, or create a stone bridge
InTe -- bargain for your life -- you can smell silver a hundred paces away, after all, including the three shillings one of the bandits is carrying in his pocket...
MuTe -- turn the ground under the bandit's feet into sinking sands
PeTe -- create a hole in the ground under the bandit's feet
ReTe -- move the nearby boulders to craft a bridge or trap the bandits
Vim
CrVi -- warp the bandits, and tell them you could let the curse lapse; or give them all the social penalties of the gift ...
InVi -- find the entrance to the faerie region and escape
MuVi -- cast "Touch of the Winterlords" (see below) at sufficiently high level, with the metamagic affecting itself; this freezes the river
PeVi -- if the bandits are faerie bandits, strip them of their might and send them running
ReVi -- summon a demon to beat up the bandits
Touch of the Winterlords, MuVi General -- R:Touch, D:Mom T:Ind
This metamagic spell combines two effects a) it changes the sigil of a target spell into one that chills nearby objects and b) it greatly enchances the effects of that sigil. Very powerful spells affected by the touch literally freeze everything around them. Both changes to the sigil are superficial changes to a spell, so Touch of the Winterlords can affect any spell of magnitude up to twice (the Touch magnitude -1); in particular, any version of the Touch of second magnitude or above can affect itself. Note that a Touch produces effects comparable to a PeIg spell of much lower magnitude.
Base: Affect a spell up to twice the Touch's magnitude -1, +1 R:Touch, +1 two effects (changing and boosting the sigil)