Excuse me for the double post, but its been a few days since anyone last posted here.
Another fun Mage would be a take on the classic Tolkien Ranger archetype.
Ranger, trained in nature and war, fire and arcane cost triple. 120 spell book points, 9 channeling, medium health, no armor.
Herbalism: once per round, when the ranger cats a nature incantation or reveals a nature enchantment, the ranger can heal 1 point of damage.
Ancient Knowledge: once per round, the Ranger can dip into his pool of vast and ageless lore to learn the weaknesses of a creature. He can target any 1 non-Mage creature, pay mana equal to its level +1, and gain all of the following benefits against that creature: range +1, pierce +1, and armor +1.
Archer Training: the Ranger gains +1 ranged on all ranged non-spell attacks.
Arcane Arrow: ranger can pay 3 mana to make a full-action ranged attack of 3 dice. Archer training applies to this attack, despite it having a mana cost, but is not automatically counted in.
Melee attack 2
He would have some unique spells as well, like
Hunt Master's Bow: equipment, ~12 mana cost, regular attack full-action at 5 dice range 1-2, or special attack Snapshot quick action at 3 dice range 1-2, or special attack Volley full-action at 3 dice range 1-1 with triplestrike, Ranger only.
Fore Repel: incantation, X mana cost, push each creature in the zone except for the Ranger 1 space. Pay 3 mana for each creature pushed, must pay an additional 3 mana to push a creature through damaging terrain or walls.
Mysterious Ways: enchantment, 2/4 mana cost, mage bind +2, grant target creature the uncontainable feature.
Assassin Vine: conjuration wall, 8 mana cost, 12 life, fire +2, regen 2, does not block line of sight, passage attack, 2 dice attack, effect 4-10 incapacitate (or whatever it is that tangle vine does), 11+ incapacitate and daze, +2 melee vs. incapacitated creatures. Creatures who are incapacitated as a result of attempting (or being forced) to move through the assassin vine wall stay in the zone where they started their move. Creatures incapacitated by the vine can spend a quick action to attempt to escape, success on 9+.