I'll start us out. I have a black mage in a heavily houseruled game. My lineup looks like this:
Fire spirits - Demonic footsoldiers, tall and imposing with leathery bat wings, skin the color of recently dried blood (very dark red). Girded in armor of black leather and blackened steel, wielding whips of flame. Their energy aura takes the form of a heat shimmer around them, so hot that it causes flammible objects to spontaneously burst into flame when in close proximity. Their elemental attack could be staring at something until it spontaneously bursts into flame, pointing at something and having a fireball streak towards the target, or striking something with their whips. Their engulf would be represented by wrapping their whip around a target, the whip's coils visibly constricting over time. Fear would be the full weight of demonic gaze; noxious breath would be a massive belch of brimstone-infused halitosis. Prolonged exposure to water burns like acid.
Guidance spirits (Detection) - Demonic scholars, secretive and terrifying. They speak in insidious whispers, and know your darkest desires. Very jealous of their knowledge, it must be forced out of them or purchased with knowledge of equal value. They can be bribed to turn on their summoner with an offer of knowledge they do not possess.
Sewer spirits (Health) - Based on Sludge spirits (Street Magic 146). Remove anaphylaxis and corrosive spit from list of powers. They appear as a creeping pool of sewage, similar to the pokémon Muk, but with hollows instead of eyes. Their Engulf power does Stun damage, except for great form sewer spirits using their LoS (A) Engulf, in which case their victims sink into the ground or floor (or suffer the floor creeping over them, or a hill or tree swallowing them up, or the like) and take Physical damage, buried alive. Their Movement power only applies to movement on the ground or on/in the water (it can't be used to aid flying). Elemental Attack is essentially throwing poo. They retain a sludge spirit's severe allergy to clean water, but not to clean earth. While based on sludge spirits, sewer spirits are twisted, not toxic - their signatures are darker than the norm, but not toxic enough to bring down a bounty on my head.
Smog (Illusion) - As Smog spirits (Air spirits with Concealment and Confusion replaced with Noxious Breath and Weather Control [Acid Rain, Pall of Smog]), and with Severe Allergy (Fire) (It burns up all their oxygen). As their name suggests, they appear as hazy clouds of polluted air. Their Elemental Attack power uses the Smoke elemental effect (Street Magic 165) instead of Electric. Their signatures are darker than the norm, but not toxic enough to bring down a bounty on my head.
Tricksters (Manipulation) - As Harrows (Street Magic 145). They appear as whatever they feel like: a bum clothed in rags, a mangy coyote, a businessman with an air of menace. Anyone who sees through a trickster's trick (resists its Accident, Confusion, Desire Reflection, Fear, or Influence powers, or any illusion or mental manipulation gained through Innate Spell) is immune to all of those powers for (60 - Spirit's Force x 5) minutes. Otherwise as Harrows, but twisted, not toxic - their signatures are darker than the norm, but not toxic enough to bring down a bounty on my head.