Battlemage

PRIMARY Destruction, Long Blade, Axe 1.75 x Intelligence in Spell Points
Leather only
No Tower or Kite Shield
MAJOR Thaumaturgy, Alteration, Hand-to-Hand
MINOR Illusion, Mysticism, Restoration, Archery, Short Blade, Blunt Weapon
MAX HP/LVL: 10 Increased:  INT, WIL
Decreased: END, PER
Starting Spells:  Shock, Slowfall, Buoyancy

The starting weapons skills and higher hit points give the Battlemage more survivability than the Mage in early combat situations.  Having two weapons as primary skills will slow development to highest levels because the character will have to switch weapons often in order to develop both skills.  The high Hand-to-Hand skill is handy, but counterbalanced by the armor restrictions.  The wise player will build END quickly in order to gain more hit points and will train some of the more useful skills (such as swimming, running, jumping and climbing).