There are two Mage Archetypes currently available.
The Healer, or cleric and the Sorcerer.
HEALER (Cleric)
Healers are chosen by the Gods to be heralds of kindness and healing.
Primary Abilities: Accuracy, Communication, Intelligence, and Willpower
Starting Health: 20+Constitution+1D6
Weapon Groups: Brawling and Staves plus one based on deity
LEVEL 1:
Holy Lance: Acts like Arcane Blast
Holy Symbol: Acts as Arcane Device but must be a deity’s symbol
Magic Training: the same
Magic Points: 10+Willpower+1D6
Zeal: Acts like Spellpower (10+Willpower+Arcana Focus)
Talents: Chirurgy Plus one of the following: Linguistics, Lore, or Alchemy
Changes:
Level 4: Holy Light: You can Spend 3 Magic Points to cast a pure light in a 10 yard radius. Any target within the light must make a Will (Self-Discipline or Morale) Test vs. your Zeal or they will flee in terror and take 3 points penetrating damage. It takes a toll on you however and you cannot cast a spell on the same turn you activate this power for rounds equal to your Willpower
Level 6: Spell Lace: Same as Spell Blast
Level 8: Big Lance: Same as Big Blast
Level 10: Power Lance: Same as Power Blast
Deities
One is chosen at creation
Diety Weapon Group Symbol
Jerik, god of Law: Bludgeons Weapons Group: Sword held by Gauntlet
Archon, god of Knowledge: Polearms Weapons Group: Hammer and Anvil
Herma, goddess of Healing: Lances Weapons Group: Circle with a heart and arrow
Vali, goddess of Trickery: Light Blades Weapons Group: Keys on a ring
Bane, god of Malice: Axes Weapons Group: Mace and Shield
Kenneth, god of Earth: Heavy Blades Weapons Group: Scale and Sword
Balem, goddess of Nature: Bows Weapons Group: Leaf with Third Eye
Kiara, goddess of Water: Spears Weapons Group: Tome with Quill
RahvÍn, god of Protection: Heavy Blades Weapons Group: Sigil
Vograth, god of Air: Bows Weapons Group: Cloak with Dagger
Zemma, goddess of Luck: Dueling Weapons Group: Raven with Wings Spread
Kaloria, goddess of Truth: Light Blades Weapons Group: Dragon Head in Profile
Reigess, god of Destiny: Any Weapons Group of choice: Spiral Ending in an Arrow
SORCERER
Sorcerers are born with magic running through their veins making them powerful opponents.
The Sorcerer Archetype is the same as MAGE in the Basic Rulebook with the following changes:
Weapon Groups: Brawling, Staves, and either Light Blades or Bludgeons
Talents: Pick 2: Linguistics, Lore, Alchemy, or Unarmed Style
Level 4: Magic Burst: by Spending 3 Magic Points you expend that magical energy in a 3 yard radius. Any enemy within that area must make a Dexterity (Acrobatics) Test vs. your Spellpower or take 3 points penetrating damage and be knocked prone. It takes a toll on you however and you cannot cast a spell on the same turn you activate this power.