Azarr: I think I'll increase HP twice.
Ok, I'm making note of this in my files. Your HP will increase by 6. You will have 2 extra stat points when you level up next time.
Now, on to skill points. You have 10 of these as do all classes, but you pay less for skills. As a level 2 Mage, you currently only have access to the Basic Mage spells (you gain access to new ones at level 3).
You can increase 1 *use* of any of these skills for just 2 skill points. So think of it this way: you get to add up to 5 new uses (10 skill points).
As a reminder, here are the skills you currently have access to:
1. Magic Missile: Attack replacement: you may not attack and use this ability in the same turn. Deals 1d6+X damage to a single target at a range of 4, X is your level. Requires: level 1 Mage. Maximum uses: 5.
2. Arc Lightning: Attack replacement: you may not attack and use this ability in the same turn. Deals 2 damage to each enemy on the battlefield instantly. Requires: level 1 Mage. Maximum uses: 5.
3. Craft Minor Potion: target character gains a health potion worth 5HP. Requires: level 1 Mage. Maximum uses: 5.
4. Repel: Target an enemy within a range of 2. Move that enemy 2 spaces of your choice. They must end up further away from you than where they began. Requires: level 1 Mage. Maximum uses: 5.
5. Minor Restoration: Choose a spell in your spellbook. Add an additional use to that spell for the duration of this battle/quest, even if it puts you above the maximum. Requires: level 1 Mage. Maximum uses: 5.
Now, you have Magic Missile maxed out. So you can't invest more in that.
1. Arc Lightning 1/5
2. Magic Missile 5/5
3. Repel 1/5
4. Minor Restoration 2/5
5. Craft Minor Potion 1/5
You could, for example, take 4 craft minor potion uses (increasing to the max of 5/5) for 8 pts, and take 1 use of Arc Lightning (for 2 pts, total of 10 pts.)
Or you could take 3 minor restorations (6 pts.) and 2 repel (4 pts.) increasing to 5/5 in minor restoration and 3/5 in Repel.
I hope that make sense, if not, let me know...