I actually lost the original document on this when my old computer died awhile back - figured it was a good time to write a new one. Mainly focusing on each mage class's potential for various magics outside of their 'usual' sphere. I'll update this on occasion when Swallow discovers new information about other magi.
Red Lighthouse Magi:
Mindscours are calm. Their magics revolve around other human beings, and extracting knowledge from their minds (or replacing memories, experiences, etc). They can use this to 'steal' skills, becoming peak human skill at every human skill. They can also rob magical skill from other mages, but cannot use it unless they have reached a Second Ascension. In practice they are administrators and strategists, and rule the city of Rosolin. They have no esoteric effects known when it comes to their powers.
Longshots are neither calm nor angry. Their magic is with the bow (or more specifically, projectile weapons), and they bear some similarity to Bladebound. They are
Internal mages, and as such grow ever-more powerful. They have moderate esoteric powers, able to 'shoot' certain abstract things. Bladebound tend to perfect one-on-one combat, Longshots are often able to shoot arrows as hundreds of arrows - their powers tend to lend themselves more to mass combat. They have no mobility spells, however.
Breathtakers are angry. They form part of the
Natural Triad, (also among them the Tremorfeet and Watersingers). They can manipulate vast quantities of air, call down storms, but are less useful against individual enemies. They often use constructed wings alongside their great powers to fly, and can do so for considerable distances. Rosolin uses Breathtakers to move around entire squads of magi on wings, allowing them to outflank and outfight Darklings attacking the city. They have no esoteric or abstract spells.
Green Lighthouse Magi
Coldhands are stubborn. The first of the
Elemental Triad, (also among them the Fireeyes and Stormchasers). They can form water into ice, but are restricted by the availability of such. In situations where they have a great deal of water, they can form constant blades and icicles to harass their foes, and can also directly freeze their enemies, though this is more difficult. They are the most situationally powerful of the three, but are heavily reliant on the availability of water, so they synergise well with Watersingers. They have no esoteric or abstract spells.
Vineweavers are neither stubborn nor mercurial. They grow plants, making them ill-suited to direct combat, but can grow plants to protect and feed them. The plants they grow can be semi-intelligent, and assist their master, but are all the same only plants, and weak individually. It is in concert that Vineweavers truly shine.
Alchemists are mercurial and changeable. They create
Concoctions, using magic and components from the real world. They can heal Darkling poison, create explosions, enhance strength, and all manner of temporary effects. A powerful Alchemist can even create esoteric effects such as speeding up the subject within the flow of time, or disconnecting a mage from their magic briefly.
Yellow Lighthouse Magi
Glimpses are fearful. They can see the future, and the further the look ahead the more it costs them. They can focus more on the near future (effectively combat precog) or on the far future (weak precog letting them anticipate likely events for certain actions). They are largely administrators, and their powers do not lend themselves to any peculiar esoteric things outside of their ability to see the future.
Shaderunners are neither fearful nor fearless. They can hide from things, from vision to sound, and at more powerful levels can hide from esoteric things such as pain, wounds, or death, though such spells are tremendously difficult to pull off. They are the most defensive of all mages, and are perhaps only as useful as a Mindscour in direct combat, perhaps even less.
Spellthieves are courageous. They can store many spells from other mages, and their powers depend entirely on who they can steal spells from.
Violet Lighthouse Magi
Fireeyes are loving and emotional, often attached to the point of obsession. They are the second member of the
Elemental Triad, and are most powerful when directing flames that already exist. Their powers contain a minor esoteric component - the most powerful Fireeyes can burn their own abstract attributes to fuel more powerful flames capable of consuming Darklings, and they are also able to 'burn' their own magical potential to temporarily go beyond their normal limits.
Thunderfists are neither overly attached or unconcerned. They manipulate their own bodies to become ever-stronger, ever-faster, some even creating peculiar effects such as being able to spit acid, fly, or delve into the earth.
Cancellers are detached and unconcerned. They can cancel the magics of others, and cancel the strengths of Darklings when more powerful. They do not cancel effects already taken place, though, such as a Glimpse's former vision or a Mindscour's stolen memories.
Orange Lighthouse Magi are viewable here
Blue Lighthouse Magi
Runesmiths are hopeful, pouring that hope into items only they can use. Those items are generally mere enhancers, usually able to used time and time again, but it takes a Runesmith of great caliber to equal the other magi in combat prowess. They tend to have broad utility, able to forge items to do a great many things.
Watersingers are neither hopeless nor hopeful. They move great quantities of water, and are most powerful near a river or the sea.
Stormchasers are despairing. Some of the most powerful mages in a fight, and some of the most easily exhausted.