Here are the generic Sorcery grimoires I wrote up for a player to select from at character creation [plus a very brief and rough description]. Rereading it makes me want to make changes, perhaps Magical Manipulation should be made into two separate ones, one for solid substances and another for elements ("Magical Elements").
I'm presenting it here as a follow up to my suggestion for a generic campaign builder book.
Grimoire: Magical Protection
• Castback [reflects spells]
• Damage Resistance [magical armor]
• Neutralize Magic [dispel magic]
• Protective Ward [must combine with a Resistance spell]
• Spell Resistance
• Spirit Resistance
Grimoire: Magical Strikes
• Castback [reflects spells]
• Damage Enhancement [weapon damage is max]
• Palsy [paralyze a random hit location]
• Smother [smothers a foe, or puts out a fire]
• Wrack
Grimoire: Magical Healing
• Glow [create light]
• Regenerate [reattach or regrow a severed limb]
• Restoration [heal Characteristic damage]
• Treat Wounds [heals damage]
Grimoire: Magical Movement
• Fly
• Haste [increases movement rate]
• Hinder [decreases movement rate]
• Teleport
Grimoire: Magical Manipulations of (X) [must pick X, can be an element, i.e., water, or other substance, i.e., gold]
• Abjure (X) [allows target to go without X, e.g., air]
• Animate (X)
• Dominate (X elemental)
• Form/Set (X) [shape X]
• Sense (X) [detect X]
• Summon (X elemental) [from RQ Spellbook with these changes: summons 1 creature; Target determines size: 1 cubic meter per Magnitude; Range is distance from caster the creature appears at]
Grimoire: Magical Illusions
• Diminish (Characteristic)
• Enhance (Characteristic)
• Phantom (Sense)
• Project (Sense)
The Diminish and Enhance spells in Magical Illusions was put in to give that grimoire four spells, reasoning that the characteristic changes are somewhat illusionary, being a temporary change.