From top to bottom, an overview of the powerlevel in different sorts of abilities. Only measuring the pure power, not how it is applied.
Godly Power.
-Gods.
-Powers that be.
-Universal constants.
Wild Magic & Words of Power.
-Wildmage.
-Wordcrafter.
Words.
-Wordsmith.
Spells & Psionic Abilities.
-Mage.
--Elementalist: Air, Earth, Fire, Water
--Shaman: Animal, Plant, Weather
--Mindbender: Body Control, Communication & Empathy, Mind Control
--Sorcerer: Enchantment, Food, Illusion & Creation, Light & Darkness, Making & Breaking, Sound
--Wayfarer: Gate, Movement
--Necromancer: Healing, Necromancy
--Diviner: Knowledge, Meta, Protection & Warning, Technological
---Uses Magery. Learns the spells as usual.
-Wizard.
--Elementalist: Air, Earth, Fire, Water
--Shaman: Animal, Plant, Weather
--Mindbender: Body Control, Communication & Empathy, Mind Control
--Sorcerer: Enchantment, Food, Illusion & Creation, Light & Darkness, Making & Breaking, Sound
--Wayfarer: Gate, Movement
--Necromancer: Healing, Necromancy
--Diviner: Knowledge, Meta, Protection & Warning, Technological
---Uses Super-Memorization.
---Per slot: 5 points ("any skill represented in a book" is more limited than "anything on the net," but still larger than a short list).
---Per point: 3 points (the only thing keeping this from being arduous and awful enough to rate 2 points is the unrealistically fast memorization time).
-Cleric
--Power Investiture. Learns the spells as usual.
-Druid
--Power Investiture. Learns the spells as usual.
-Psi
--Seer(ESP)
--Empath(Telepathy)
--Teleporter(Teleport)
---Psychic Healing(Can be added to any other)
---Psychokinesis(Can be added to any other)
Symbols.
-Tattoed Runemaster.
-Runemaster.
Paths & Books.
-Hedgewizard.
-Witch.
-Scribe.