Here, for reference, I shall gather and present the exact and distinct scenes of magic-use, up to 'The Discovery'.
I will show only the scenes drawn by Wendy, because her work should have precedence..
..and because they are necessarily 'canon'.
Original Quest -
#1 :

: Gliding (High One)

: Sending (Wolf Send)

: Sending (Group Send : call)

: Sending (Group Send : Sharing a vision
Original Quest -
#2 :

: Sending (Individual call)

: Recognition

: Hypnotic trance (on elf)

: Emotion feeling

: Healing

: Light control
Original Quest -
#3 :

: Very probable shape-changing magic highly charged on object (the 'Great Sun' item behind Savah shows changing patterns) - possible mind manipulation

: Levitation (on object)

: Hypnotic trance (on animal)

: Levitation (on animal)

: Possible Truth-telling

: Mind Probe

: Information : self-levitation was thought to be a lost power, among the Sun Folk
Original Quest -
#4 :

: Sending (Dark Send)

: Possible emotion control (or more)

: Information : Magic can stagnate and turn into a monstruosity

: Magic monster (COMBINING powers)

: Sending (Special, intense, intimate call)

: Sending (Special call, by monster)

: Probable Watching over (by a dead elf, over a living one)

: Resistance to Dark Send
Original Quest -
#5 :

: Plant Growth

: Soul Name

: Telescopic Vision

: Mind Control (on animal, pretended

: Mind Control (on animal, confirmed)

: Mind Search + Visual Projection + Voice Projection (probable - or a special form of Sending)
Original Quest -
#6 :

: 'Going Out'

: Plant Control + Magic Feeling

: Sending (Lock-Send - Challenge
Original Quest -
#7 :

: Tree Shaping

: Sending (from elf to wolf)
Original Quest -
#8 :

: Magic Feeling (faint - familiar setting)

: Magic Feeling (confirmed - non familiar setting)

: Mental Link

: Mental Guiding
Original Quest -
#9 :

: Magic Feeling (confirmed)
Original Quest -
#10 :

: Magic of the preservers' cocoons

: Sending (Special, intimate, intense call - confirmed)

: Sending (Calling back images)

: Possible premonition

: Locked warning

: Preservers: a magically created species

: Sending (Dark Send - Torture)

: Tree Shaping (living wood into an object)
Original Quest -
#11 :

: Sending (Dark Send - Stun)

: Rock Shaping (dedicated - Door effect)

: Sending (Dark Send - Piercing back)

: Sending (Group call to one)

: Anti-Healing

: Sending (Dark Send - multi-targetted) + Leetah's remark on anti-healing

: Gliding (Blue Mountain's Gliders)

: Sending (Dark Send - Kill)

: Healing (as an improvised Shield)

: Probable Prying on Sendings
Original Quest -
#12 :

: Information : Locked Warning is mainly made of visual elements and feelings

: Information : Shaping and Healing are basically the same type of magic

: Semi-dead state Lethargy - used to enforce dedication of magic (here: VERY dedicated and limited Rock Shaping task)

: Flesh Shaping

: Sending (Lock Send)

: Sending (Intense, focussed, forcing)
Original Quest -
#13 :

: Information : Going Out comes with deadly risks

: Emotion Feeling or more

: Sending (Deep Sending)

: Soul Name abuse

: Probable HARD metal Shaping

: Information : Ancient types of magic

: Combined magic : Rock Shaping + Levitation (complex, dedicated, + History effect)

: Information : Symbolic and memory effect, for the Egg

: Information : Magical semi-dead Lethargy helped by a potion

: Information : Healing tells much about genetics

: Resistance to Dark Send (killing version)

: Complete Self-Shaping (Plant - High One)

: Complete Self-Shaping (animal - High One) + Magically induced INTER-BREEDING

: Information : Probable Mind Manipulation
Original Quest -
#14 :

: Information : Recognition reveals the soul

: Sending (Dark Send) - Mind Control (Oblivion)

: Going Out (Spirit Capture)

: Sending and Going Out (Spirit Seeking)

: Flesh Shaping (on animal)

: Tree Shaping (turning strangleweed vines into a living trap)

: Plant Control

: Going Out (Mind Touch)

: Healing (Mental Healing)

: Probable Near-Death Auto Healing
Original Quest -
#15 :

: Open Sending (Sharing a vision)

: Magic Aura (Visual Detection of magic)

: Exchange of Soul names
Original Quest -
#16 :

: Watching Over (confirmed)

: Magic Feeling

: Hypnotic Trance (on troll)

: Gliding (rough version)
Original Quest -
#17 :

: Gliding (floating someone else at distance)

: Call of the Palace (confirmed)

: Possible Premonition

: Soul Name offering

: Possible Premonition (preserver)

: Gliding (heavy charge)

: Possible Hard Metal Shaping ('fusing metal to stone')
Original Quest -
#18 :

: Rock Shaping (combined to shape the Palace's stone)

: Stone Feeling
Original Quest -
#19 :

: Sending (Link)

: Gliding (lifting extreme weight)
Original Quest -
#20 :

: Forced Recognition

: Spirit Feeling (High One)

: Information : Dead elf spirits choose or not where they go

: Information : those born out of Recognition attract interested spirits

: Extreme Longevity (preservers)

: Mind Linking + Visual Effects + Preserver cocoon's Think-Do + support by the 'Scroll' item, heavily charged with magic

: Information : Source and nature of magic

: Going Out (High Ones)

: Information : Origin of the Palace, of trolls and of preservers

: Preserver cocoon's Think-Do effect + 'out of time' effect

: Mental Link (from afar)
Siege at Blue Mountain -
#1 :

: Possible Resistance to the Palace's call of dead spirits

: Power absorption (with the Egg as a support)
Siege at Blue Mountain -
#2 :

: Sending Detection (long range)

: Mental Submission (by use of the Soul Name)

: Mind Probe (by the use of Mind Touch)

: Gliding (while asleep!)
Siege at Blue Mountain -
#3 :

: Dark Send while Going Out!
Siege at Blue Mountain -
#4 :

: Mental Healing (calming down)

: Information : magic is asleep in humans

: Genetic Change
Siege at Blue Mountain -
#5 :

: Concentrating magic into an item

: Magic Feeling (in humans!)

: Gliding (very probably even inside cocoons!)

: Genetic Change (confirmed - with limits)

: Power Concentration (huge rock-shaping + floating)

: Gathering Power (Sending - demonstrating Dark Send)
Siege at Blue Mountain -
#6 :

: Sending (gliders - strange limitation - preservers' cocoons)

: Sending Analysis (emotions)

: Possible information on magic - Control may be linked with need

: Same Soul for two bodies (possible reality / probable Mind Control trick)

: Tree Shaping - Anti-fire effect (+ effect of love on magic)
Siege at Blue Mountain -
#7 :

: Mind Control trick (more probable)

: Egg as a memory holder (like the Scroll of colors - confirmed)

: Effect of will on group magic (focus)

: Mental Healing (emotions and need)

: What group magic can accomplish

: Egg meant to ABSORB the Palace, the elf spirits inside it, and their power

: Space and time travel (group magic)
Siege at Blue Mountain -
#8 :

: Mind Control trick (confirmed)

: Group magic versus one (+ interesting remark: 'they KNOW her')

: Truth in Sending (Wolfrider savagery)

: Mental Healing (waking powers up)

: Healing (BOTH human and elf, at the same time!)

: Information : interesting after-effect

: Spirit Hosting

: The only difference is love (probable key for magic)
Kings of the Broken Wheel -
#1 :

: Magic causes strange genetic effects

: Magic Feeling (by preservers)

: Fire Magic (Heat Wave - Group magic - by GLIDERS!)

: Floating (used for stopping the huge bolt) + EXTREME STRENGTH (manipulating that heavy bolt) (Group magic)

: Fire magic (Bolts - group magic - gliders or linked to Rayek)

: Shield (group magic)

: Mental Link + specific event near the Palace = triggering of a special effect
Kings of the Broken Wheel -
#2 :

: Information : Timmain has more powerful fire magic than group

: Fire Magic (HUGE energy bolts - causing a huge chasm - group magic

: Freeing the dead gliders' spirits restores the Palace
Kings of the Broken Wheel -
#3 :

: Shape Changing (High One - inside a preserver cocoon - confirmed as incredible feat)

: Sending (from far away and intensely so)

: Flying (Palace power)

: Reintegrating even an unwilling High One (Palace power)

: Extreme Velocity Travel (Palace power)

: Emotion Transfer (Spirits power)

: Emotion Transfer (confirmed + Interesting remark: dead elves barely remember, even recent and extreme events, like murder!
Kings of the Broken Wheel -
#4 :

: Waking powers up (Palace power)

: Magic Vision (Palace power)

: Mind Control (forced sleep)

: Healing (another use of magic.. *sigh*)

: Rock Shaping (..the Palace - not so difficult, now!)

: Sending the Cry out (inside the Palace)

: Rock Shaping (..the Palace - SEPARATING a piece of it!)

: Disguising the Palace (interesting 'A PART of the new land' call..)
Kings of the Broken Wheel -
#5 :

: Mind Transfer

: Mental Healing (Shutting mental door)

: Shield (Palace-induced power)

: Palace-induced effects

: Water Control (Winnowill - so soon after her exile on that island!)
Kings of the Broken Wheel -
#6 :

: Magic Feeling (Extreme: Hearing a mental cry from beyond time!)

: Light Control (visual effects - Scroll magic)

: Link with the little Palace

: Mind Link (from afar) + Water Breathing (so soon after her exile on that island!)

: Time Jump (Palace power)
Kings of the Broken Wheel -
#7 :

: Mental Call (Extreme)

: Mental Shield

: Lock Sending (facilitating birth - without a healer)

: Mental Shield (confirmed and developped)
Kings of the Broken Wheel -
#8 :

: Rock Shaping (Determining a mountain's aging)

: Anti-Healing (driven by hatred)

: Healing (a human - leprosis-like terminal disease)

: Anti-healing (controlled)

: Genetic Change (removing the wolf blood from a wolfrider)

: Escaping Mind Link and Sending
Kings of the Broken Wheel -
#9 :

: Water Surge

: Water Swirl

: Water Ram

: Mental Shield (Evolved into Mental Barriers and Mental Submission)

: Healing (at distance - power of love + Palace)

: Time Jump (back in time - Palace power)
Hidden Years
#1:

: Premonition (not even watching the target!)
Hidden Years
#2:

: Fire magic (Creating flames)
Hidden Years
#4:

: Rock Shaping (Bridge - Palace power)

: Detecting humans around (Palace power)

: Winnowill in hypnotic trance and entrapped within the Palace's walls

: Fragments of the Palace (lost..)

: Healing (at distance - many at once - combined powers + Palace effect)
Hidden Years
#5:

: Recognition (Mental Link effect)
Hidden Years
#9½:

: Winnowill shaken out of her trance by Cutter's hating send

: Sending.. as the most adequate punishment ever!
Shards
#16:

: Soul Entrapment

: Watching Over (visually confirmed)
The Searcher and the Sword:

: Sending (Complete Imagery, BY HUMAN)

: Preserver cocoon magic (to LEARN from the Palace)

: Deal elf spirit Calling (confirmed)
The Discovery:

: Magic Channelling (confirmed) + Learning in preserver cocoon (confirmed)

: Magic Shaping (Palace power)

: Going Out while cocooned and projecting a mental image from afar!

: Information: no hiding emotions while in this..

: Astral Flight (called by love)

: Water Surge

: HUGE spiraling Water Surge!

: Water Rope

: 'Us but not us..' - reminds of Cutter's remarks.. WHAT KIND OF ELF IS WINNOWILL, ACTUALLY!?..

: 'In THOUSANDS of years' !!