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.