For those of you who might want inspiration for spells or want a more general idea of the average power, I've made a spell list that any of you are free to take from.
High Magic -Heaven bolt: Draw energy from the sky and slam it into a target. This spell can be charged to greater power. At first getting struck by it will cause mild pain and numbness in the affected area, but it is very fast. As the spell gets charged the target area will began to get illuminated, eventually detonating with enough force to blast apart any building in the target zone. Naturally any attempts to fix the damage via magic will fail unless a specific counter spell is used.
-Mana Gears: Using mana constructs to replace parts in technology is generally ill-advised, but someone with enough knowledge and dedication can replicate those parts and use them to substitute. Of course as long as these parts exist they drain the user's mana by a small amount.
-Magic Negation: This spell emits a zone around the caster that prevents other High Magic's from functioning in the area. The area can be increased up to a 20 foot diameter and negates all high magic, regardless of the user's intent.
World
Dragon's Breath: This spell unleashes a torrent of flames from the user that can cause 3rd degree burns with moments of exposure and 4th if exposed for much longer. The user can shape the flames for different effects, pushing it out like a spear for more range or fanning it out to cover more area.
Earth Spikes: This spell can cause jagged bits of earth to rise up from the ground at high speeds. This can be used in a variety of ways, to attack foes, tear up fortifications, or even create handholds to climb a wall with.
Lightwieght: This spell allows the user to reduce the weight of objects they touch, even to the point of being weightless. This requires contact and the effect only persists for a few seconds once contact is lost. This can be applied to themselves and anything they're wearing.
Change
Drown: This fearsome spell turns the air within an area(up to that of an average van) into water. Though this will not replace air within a persons body, it can still easily cause a great deal of damage, either through the force of water falling or the sudden lack of breathable air. The water will naturally follow the normal rules of gravity.
Undo Change: A counter spell that allows the user to directly undo any effects of change spells that took place in the area.
Grass Growth: A surprisingly powerful spell that causes grass or similar plants to suddenly grow to the length of a person and become under the user's control, able to grab opponents, snatch things out of the air, or anything else you can think of. Underworld
Lichification: A ritual that allows the user to become one of the undead. It requires a sacrifice of a living creature, though the type doesn't matter. Once done the user is absolved of many of the needs most people face. Sleep, hunger, thirst, all these problems are no more. The user's body may be allowed to decay or they may keep their original form. Perhaps most importantly, they no longer age.
Shadow Eyes: This spell allows the user to sense and see through the perspective of shadows within a large area.
Dead Men Do Tell Tales: As long as the user can find the body, no matter what state it is in, they can summon 'spirit' of the now dead person that resided in it, though they can't force them to talk or answer any questions.
Timespace Thinking Cap: Stop all time. For up to a minute tops and that means your time gets stopped to. This spell only useful in the heat of battle, when there's too much going on to deal with. The only thing you can do is think but at least you get to do that.
Dilution Bubble: The user can emit an area around them, about a foot or two from their skin, that slows down anything in range to half as fast. As you can imagine, this has many uses for defensive application.
Haste: This spell causes whatever the user touches to experience time slower, effectively giving them inhuman reaction time. Doesn't actually make them faster. Mind Magic
Beforeimage: When this spell is in affect images of the user preforming actions will constantly come out from them, making it very confusing as to what they're actually doing. Is the person that swung a sword at you real? Or is it the one pulling back to throw a knife? How perplexing. A very useful spell.
Memory Block: This spell can be used on an unconscious person to remove any memories of the last 24 hours.
Dodge: A simple spell that gives the target a very strong feeling that something incredibly dangerous is about to happen and they need to jump to the side. Very useful, though if one gets used to it they may ignore it, of course that can be it's own strength...
@Kafka Komedy One note on your character sheet, though this is a light recommendation rather than a requirement. Your spells are written less as spells and more of powers. Rather than individuals acts of magical power they seem be more like things he can simply do. I'd prefer if they were written more like spells as the connotations associated with the way you've written them are slightly less desirable.
For more ideas and to highlight a feature that you may not be aware of I've created a few more spells that, once again, anyone is free to use or take inspiration from.
Change-World
Purgatory: This spell causes a sphere around the target to turn into fire: transforming earth, air, or anything else into fire scorching everything within. The user maintains some control over the fire, allowing them to move it to adjust for their target; in addition it requires a few seconds to cast the spell
High-Change
Assimilate: This spell allows the user to convert physical objects into mana that they absorb, allowing them to power their spells with it. The duration to convert depends on how durable as well as how large the object is.
Timespace-Mind
Substitution Jutsu: A spell inspired by too much time watching anime, it allows the user to teleport short distances easily and/or create an illusion that follows a basic command that vanishes receiving damage.
Mind-Timespace
Infinite Prison: A cruel spell that causes everything within in area to experience time at a greatly diminished rate: in addition those within are affected by an illusion that causes them to think they are moving even more slowly. This drains mana quickly but can cause mental damage quite easily by causing someone to spend days waiting in for what amounts to less than minute as well as suppressing enemies.
Take a look and let me know what you think. I tried to keep things within acceptable limits. I admit I had more than a bit of fun explaining the physics behind her spells. The technobabble should be more or less correct.
Edited: Two spells changed as requested.
Name: Alison Azif
Age: 32
Physical Description: Alison is an average-sized woman who tends to dress very sensibly, typically in sweaters and skirts with dark tights, though in warmer weather she'll wear a turtleneck or short-sleeve button-down shirt depending on just how warm it is. She doesn't show much of her pale skin and is the kind of person that just avoids attention. She fades into the background, her wardrobe of dark (but not black - black is too depressing, she says) clothing helping with that.
She's slightly below average height, with thin-rimmed glasses that she doesn't need to read but make it more comfortable. Her hair is mousy brown and she has hazel eyes that can look like anything from moss green to gray to brown depending on the lighting.
She is, in a word, harmless looking. She is not an enemy agent.
Important Items: Aside from the usual things one values for sentimental reasons (photo albums, knicknacks, and so on) her most valuable (to her) possession is a bracelet that belonged to her grandmother, who has since passed. It's a somewhat worn and beaten ring of gold-plated silver, with no real value and the silver showing through where the gold is wearing thin, but it's all she has to remember her favorite relative.
Alison also has an apartment, her furniture largely from the same estate sales that fuel her workplace. She spends quite a bit of time there, reading and painting, though she has sold very few of her paintings.
Short Bio: Alison is an underachieving woman who is happy to live a life without a lot of luxury as long as there's not a lot of surprise, either. Her mother was the black sheep of the family and she raised Alison as a single parent, with all the stress and doting and bonding that it implies. At this point in her life they're more like friends than family.
Alison doesn't talk about her distant family. They are probably European.
Alison works in a used book store, spending most of her day shelving books and helping people find things in the chaotic stacks. She does try and generally keep things organized but there's simply not enough time and she's not an obsessive enough person to empty the shelves and really sort things out.
She sells her paintings at the book store as well, as she has yet to get enough of a following even for a local art gallery. She sells few paintings, as most find the abstract works (largely gradients of dark colors and vague shapes) to be quietly distressing. There are no returns allowed.
Alison enjoys listening to numbers stations while at work as background noise.
You would think, working in a used book store, that it's obvious where a mysterious book of power would turn up, mixed in with the newest shipment from a library or estate sale. Nothing that exciting has ever happened in the store.
No, she ended up being given a Malakim Record. She was returning home when a strange, mumbling man, obviously homeless, tried to push the book into her hands. Alison gave him money just to get him to go away, more afraid of him than curious. She didn't even know what she had until she got home, and no one has been able to find the man she described.
Alison wants to lead a quiet life, and considers this whole thing to be trouble she doesn't need. She doesn't handle new situations well, getting stressed out by the unknown.
She has two pet fish. She hasn't named them. She doesn't want to get attached.
Alison has never been outside of the United States. This fact can be confirmed with any number of reliable witnesses. Investigating her activities is of course pointless as she is a normal woman.
Spell List:
All of Alison's spells are from the Timespace school. Her power is quite weak, according to her. She so rarely casts spells that most people believe that to be true.
Do not believe her.
Shantak Air-Anchor: Alison can fix her location in spacetime relative to a surface, effectively nailing her mass in place. For example, if Alison was falling down the stairs she could use this spell to stop herself in mid-air by fixing her location relative to the ground, giving her time to reposition herself and land safely. Her momentum is not conserved, but is set to that of the relative surface - if used in a car she won't go speeding out of the windshield when it slows or turns, for the same reason she doesn't fly off into space when using it relative to the surface of the Earth.
De Marigny's Clock: A mirror of the Shantak Air-Anchor, Alison can to a limited extent fix her location in time. She hasn't mastered the use of this yet, and mostly this serves to make her immune to outside influences on her passage through time. In theory, she could fix her time relative to something moving at a different rate through time, but in normal conditions this has no effect - unless one counts a few experiments done with her holding atomic clocks. As a consequence Alison experiences time (very slightly) faster than the rest of the Earth. This has made her insecure about her age.
Scimitar of Barzai: This power creates a new (tiny) region of spacetime in the form of a plane. Typically this is bounded by an object, with the effect that a new, totally empty area where the object was previously contiguous. In simple terms, it neatly divides objects without cutting them - imagine teleporting something's left half a milimeter away from its right half. The created vacuum induces a distinct popping sound when this spell is used, and the larger the object cut, the more effort this spell takes to cast. Alison must touch the object to be cut with her fingertip, making a motion to describe the orientation of the plane. The material to be cut is totally irrelevant - tank armor separates as easily as a pillow. As usual this will not work on platinum, as she is unable to create the new region of spacetime within the material. Alison's fingernails glow with a near-ultraviolet light while using this power.
Atlantis Strike: The opposite of the Scimitar of Barzai, the Atlantis Strike eliminates space between two objects, allowing for nearly-instantaneous movement (though as no movement actually takes place describing it this way is wrong in almost every way except the practical) along a straight, short line. This 'movement' is a result of space warping, and does not produce or change momentum. If used repeatedly in the same area, this can create a navigational hazard - Alison used this to move around her shop and quickly found that her shop was becoming smaller on the inside. Used outside and sparingly, the effect is forgettable, though someone able to see distortions in spacetime could make use of the shortened paths. The eliminated spacetime 'heals' over the course of a day or two, and Alison is unable to eliminate space that contains anything solid - even liquid presents great difficulty.
Warped Passage: While concentrating, Alison can warp space in a plane. This warped space makes objects take exponentially more time to reach her, as they're trying to pass through significantly more distance. The warped space is visible as a significant blueshifting from Alison's side and a redshifting from the other side. She can only maintain a field roughly the size of a doorway for any significant length of time. People passing through the field aren't harmed in any way, and from Alison's side they're able to pass through normally. Trying to pass through to Alison presents significant difficulty - the subject will find that a distance of only a few meters becomes dozens or hundreds of times longer. This offers good protection against most firearms, though it becomes much less effective against anything not following a ballistic trajectory - a laser wouldn't be significantly effected at all (aside from being redshifted) and self-propelled projectiles like rockets, drones, or angry dogs can reach her, though it takes much more time and gives her a chance to react. Alison can only place this field somewhere she can see it, and can only maintain one at a time. Platinum, as usual, ignores the magical warping of space and simply passes through as if the field wasn't there.
Forbidden History: All objects contain within themselves their history. When holding an object Alison can get a sense of its past. Holding a bullet casing, she can determine when and where it was fired. Holding a book, which is more likely given her profession, she can accurately determine its age and place of publication, and something of where it has been. This does not give her a sense of events around the object - she could tell that a knife was used to stab someone, but she couldn't tell you who was holding it (though she could tell you if it was being held or thrown), what the argument was about, and so forth. Living things, being able to change their worldline on their own, are too 'squirmy' to get a reading from. This is probably the only spell Alison uses with any frequency, checking rare books for authenticity by confirming their own internal history.
@MagnetBolt, That last skill (Athleta Aethenarium) is a bit overpowered. Also, the 'false vacuum' think lies on the border of Timespace and World, but it is allowable.