Since I’ve opened a can of worms on the cleric thread, I’ll propose some changes to make mages a more playable and viable class:
Do away with trancing. Mages are aware of, and suffused with the magical Winds of the Aethyr which pervade the realms. As such, they are naturally rejuvenated by these flows over time, regardless what activities they are engaged in.
Remove time limits on buffing spells and create a Channeling stat similar to Necromancer willpower. While there is an initial mana and Channeling cost, reflecting mental fatigue, in channeling the energies for a specific spell effect, there is no sustainment cost in regards to mana. Instead, this cost is subtracted from how much the Winds of the Aethyr rejuvenates a mage over time and detracts from a mages Channeling ability. Channeling reflects, maximally, the amount of magic a mage may channel at a given time, similar to how many undead levels a necromancer can control at a given time. However, the strain on a mage’s Channeling ability also dictates the chance of spell failure and whether or not a mage may cast additional spells while maintaining others: An aristo mage maintaining no spells has 0% strain on his channeling ability. With brains (a useless mana-sink spell, in my opinion) and a forceshield maintained, his strain raises to 35%. This means he has 65% left of his Channeling ability left to sustain spells. Also, he may only cast spells which require 65% of his channeling ability or less. For instance, while he could conceivably cast 3 or 4 more buffing spells, taking his Channeling strain up to 80%. This would, however limit the offensive spells he could cast. A chain lightning may take 10% the first round of casting, 20% the second round, building each consecutive round until the lightning goes off, at a maximum strain of 50%. This means with 80% strain on his channeling, he could only cast offensive spells which max out at 20% strain.