To the OP: I've been doing this for Mage and it does works wonders:
Play a Life-Magic Mage, make him/her a Summoner. Choose trait "Summoner+" so you start with a bit buff for summons. You'll want to get the Attunement and Brilliant traits along with the Summoner profession. This is to help on leveling, which is important to get the advanced spells earlier. Don't focus on spell damage as you won't be doing any damage. Also get a staff with ranged attack. For cloth, it's your choice. I pick up the usual mage robes and put my Archmage on a horse 
Focus on Heal ONLY, grab as many Life Shards as possible. (Don't choose any of the Evoker/Spell Mastery crap, just Summons). At the very first level, choose the 25% XP trait (Knowledge) Believe me. You should have a Shadow Warg and few units from starting game to clear first round of creeps and should level each battle. (provided your sovereign is the only one on the party - no champs).
When the opportunity comes early in game, you will have the following main summons: "Wisp", "Air Elemental" and the "Lightbringer". These are going to be your mains. Grab a few Defenders to add to Damage or Archer unit. DO NOT add any more champions on your party. Give those their own army. EDIT: Please cast your summons on STRATEGIC so you'll stick to them for the rest of the game and won't use much mana.
Your battles should be like this: Air Elemental tanks along with other units and Lightbringer, who will cast Blinding light to blind enemy. Wisp backs up your sovereign heals with timed healings when appropriate. Wisps' healing is AOE 1 tile. If you play smart, your units won't die due to constant healing. Something to say about Air Elem. is his levels add to his HP up to 100+ and also he's specially deadly against Demons who suffer from Lightning Damage. With "Growth" you can kill demons in two hits.
NOTE: "Healing" spell costs only 9 mana.
Further in Life Magic, when Growth and Shrink becomes available, cast "Growth" on your Air Elemental, "Shrink" on the most powerful enemy on battle. By mid-game, your Healing Mage should have/use the following spells smartly:
Regeneration, Growth, Shrink, Healing Spring, Heal, + Summons: (Air Elem., Wisp, LightB, Grave Elem., etc.).
I've been using Tarth for the "Ram's Bow" because I throw archers in my party. My army isn't Deadly or Epic, but I can kill pretty much anything but dragons. I've managed to participate in the "tournaments" that you can find across the game. (They're "Epic"). Until mid-late game, you're strong enough to attack/defend anything.
I hope this helps you. I can put screenshots if needed as this is the setup I use every time I am not using my Assassin build.