A reminder with elements, using my character sheet as an example. Bart here has a Earth as his primary, spirit as his secondary, Water from his catalyst, and fire from his Salamander. Not only does this give him access to those relevant sorceries (If he learned it, he could also cast compound elements of wood or metal.) He can also cast vocations of restoration (Spirit from himself as a secondary, Fire from his familiar, and Water from his staff), Alteration(Spirit, Fire, and Earth From his primary), and abjuration (Water Earth Air.) He could also have cast abnegations, but currently hasn't learn any. Also So long as his familiar is nearby and he has his staff, he can cast those spells that require water and fire. Cure Wounds (Restoration)
Medium: Potion
A standard healing spell that can regenerate flesh and restore general vitality. While cure wounds is a spell that can be taught in various mediums, the potion variant, a red elixar, is efficient for him and his variety. While it can heal a general degree of injuries and provide a bit of numbness for pain, it isn't powerful enough to cure fatal injuries or broken bones.
Medium: Somatic
The spell conjures a ball of fire within the caster's grip, and will burn perpetually off of it without burning the caster (Though it can still burn other people or objects that aren't the caster or what the caster is wearing). Closing the hand will extinguish the flame, and making a throwing motion will throw the fireball off of the hand and lobbed at the thrown direction. Upon impact, the fireball will explode with the force of a frag grenade a frag grenade in an intense pillar of fire.
Medium: Somatic
This spell conjures a large 5 ton boulder of rock in front and above of the caster, before its dropped down, crushing whatever was directly in front of him, then the boulder rolls forward with directed force, even uphill to a weakened degree, bulldozing whatever is in its path. After the Boulder loses momentum, it shatters into pieces.
Medium: Potion
If the potion is applied over an earthern surface; A wall, dome, or any other simple structure made of rock and dirt rises out from where the potion was applied. The structure is permanent, and naturally made stable to prevent itself from collapsing. It is actually a bit harder to break then an ordinary surface of earth, but ultimately isn't so durable as to provide any meaningful permanent protection.
Medium: Runic
A standard ward taught to most abjurer's. The magic circle depicts a pentacle that not only represents magic, but2 its binding. A successfully cast magic circle will keep any magical beings from crossing the border, inside or out, including spirits, undead, witches, fae, demons, angels, etc; acting as a sort of selected forcefield. It will also block out magical attacks. However in both the cases of warding against magic and magical beings, stronger spells or beings can wear down the spell, its strength ultimately depends on the caster. In written form, this spell can last perpetually so long as the written rune isn't disrupted, and the caster continues a steady output of mana to fuel it.
Medium: Somatic
A powerful alteration spell that allows for the manipulation of objects, and to a lesser extent, creatures. When casting the spell, a target be it objects and/or creatures, up to a weight limit of 2 tons and no more then three targets (Limits were based on Bart's own abilities) become subject to a telekinetic grip. Living creatures can resist the grip, but otherwise whatever settles into his grasp can be moved around freely within a 30 foot radius around him. He can maintain control for up three minutes this way, he can end the grip early by trying to toss the target at speeds up to 100 mph (though heavier targets can't be thrown as fast.) This spell requires continual focus, and direction with his hands to properly manipulate his telekinetic grip. As with any spell that requires this level of concentration. Sufficient distractions or damage can break his concentration and end the spell early.
Magic Dart(Spirit Sorcery)
Medium: Somatic
A simple spirit sorcery that conjures a small projectile of raw mana, with enough piercing power to mimic an arrow fired from a longbow. In addition to the piercing strike, it leaves behind a small explosion of magical energy for a secondary hit.
Medium: Runic
The runic form of this spell takes the form of the alchemical symbol of water (A triangle) With rings layered around the edges, and an X in the middle.
Water is conjured from the center of the runic symbol. Exploding outward with power strong enough to cut into stone, alternatively the blast can be more gentle, like a simple spring of water.
Salamander's Breath(Fire Infusion Transmutation spell)
(Since its an infusion it counts as one of his two master spells.)
Medium: Potion
While familiar spells can really be anything, and not necessarily tied to the familiar, Bart took inspiration from his familiar with this spell. A viscous, glowing orange and red potion that when drank, allows the one who drank it the ability to spew flames from their mouth like a salamander or dragon. The flames are hot enough to melt steel, erupting out from the mouth in a thin line up to 30 feet in its length. The effect lasts for 30 minutes, though there is a cooldown period between each breath of flames (3 turns.)
Armor of Stone (Stone Alteration Infusion)
Medium: Potion
Creates a thick 'armor of earthern materials, covering whoever drank the potion. The wearer experiences none of the weight of the rocks surrounding them, and can move freely regardless of how bulky and cumbersome it seems. The enchanted stones are also incredibly durable, even more so then iron; and if they break off, the shattered debris will blast off, potentially harming nearby attacks, before reconstituting the armor. Due to the freely moving body of rock, even someone without great physical strength can compare to a gold-rank paladin in terms of strength. It requires his concentration to maintain this spell.