(As with most proper nouns in board game design, all these names are placeholders and subject to change if/when something better [or someone optioning the design] comes along.)
Project Cross-Flux is a big game design that will take some time to actually fill out, so in the meanwhile, I'll release characters, classes, and other design elements with placeholder art to be a tease.
Typically unaware of the millennia-long histories of studious research in various magics, the Adept finds in themselves a natural, developable talent for accessing and shaping these energies. Without tradition or oversight, these young geniuses tend to be, or become, radicals. They feel the textures and contours of the forces they wield more directly than the heady, elderly scholars who likely understand them more. But a beginner's understanding does not preclude a novice's skill, or a master's pride, and an unending eagerness for more typifies the early explorations of such a natural.
Upon reaching Level 2, one of the classes an Adept can promote to is the Arcanist.
Power tempts. The Arcanist knows this more immediately and more intimately then most. On a regular basis, they process amounts of adrenaline, fear, and euphoria indescribable to those without their gifts. Knowing and feeling the imperceptible fringes of the physical experience, they suffer and rejoice in silence and solitude. The resulting alienation only reinforces the god complex many nurse within themselves because of their rapidly growing powers. The ability to shape the elements out of sheer willpower inevitably leads one to consider how far such willpower could likewise shape others.
Upon reaching Level 3, one of the classes an Arcanist can promote to is the Illusionist.
Spending countless hours crafting the raw forces of the universe tends to cause one of three basic reactions: greed, fear, or madness. Closer to the latter end of this spectrum, the Illusionist is most practiced at loosening people's grips on reality, and such a constant in one's life tends to have a similar effect on oneself. Often found relaxing in utopian fantasies of their own crafting, these whim-chasing scatter-brains have little need for wealth, status, or anything more than performance, petty crime, and the constant pursuit of wonder.