The important part of a wizard's job in the Risen Guard is to cast Transmutation spells on warriors. Day in and day out: Enlarge Person, Ashen Path, Haste, Fly. The majority of a wizard's job in the Risen Guard is to be in the right place at the right time, just in case. The bureaucratic edifice dedicated to issuing useful orders to competent, well-trained, well-circled men is impressively complex. Those orders mostly pertain to the where and the when; once you're on call to cast Glitterdust as necessary, the rest of your time is spent watching your assigned choke point.
It's not very intellectually stimulating, and the people who do it are not in need of intellectual stimulation. Once you've gone through the early phases of an adventuring career and died once or twice in service to the throne, you develop an appreciation for jobs where the mortal danger has to approach you and foil your plans while you wait in a heavily-fortified location where the archers already have their arrows nocked and the world's largest Antimagic Field is just a stone's throw away. The most complicated thing Risen wizards do most days is prepare their spells.
Nevertheless, one does not become a wizard in the first place without having a knack for problem-solving. The three Osirians wander through the layered Illusions (very impressive, more comprehensive than a Mirage Arcana but not as hard to disbelieve) while taking notes on the individual spells. The color-based representation of a scalar field is unfamiliar, but given that it's possible to distinguish some spells but not others they may as well start by assuming the most common ones with major similarities in the 250 meter detection range are the usual suspects (in order: Detect Magic, Guidance, Prestidigitation) and see whether that yields any useful insights.