JoeAboveAverage: On the right, the Skill Bar shows how much of the mana "earning" that turn will be put into improving your casting skill. Casting skill determines how much mana you can spend in a turn.
So you should "micro" manage the skill bar.
The above does not take into consideration how some of the mage skills (Archmage, Channeler, etc) affect the learning rates, or the benefits you get from certain builds.
Joe's info about that "Mana" bar is right. It determines how much of the "Power" you earn each turn is turned into mana crystals for you to spend on spells and upkeep costs of certain spells like enchantments or Summoned Creatures like Magic/Guardian Spirits.
His comment about leaving it at 1 after the first turns is quite misleading though especially for newer players. You see this game has quite a few different ways to win and which you choose is the real way to decide how your bars will be set.
For example there is a thread here called "Let's Talk Summoner Builds" and with those you need lots of mana early so for the first, I would say 25~50 turns you would probably have your bar set all to mana so that you can summon your guys and cast the spells you need.
My favorite Build uses the "Retorts", aka Wizard Abilities that you pick, Artificer and Runemancer. This lets me create artifacts and get back double the mana I put into them. So I only get like 38 mana that I need to create my first artifact then I set my "Mana" Bar to 0 for the rest of the game usually.
This build also relies on the Heroes in game more than normal troops because you can make really super cool awesome Artifacts for them with kick but abilities like flying, magic Immunity, Guardian Wind etc. Read up on it in the Art & Rune thread.
The only bar you really need to "Micro manage" or watch often is the Research bar because all the others carry over so that no mana is actually wasted, however research does NOT do this. Therefore when researching say a spell that needs 20 research points you would want your research bar set at like 2,4,5 or 10 to not waste mana.
I am sorry to say that his info on the "SKILL" bar was wrong in how it increases, though close. Skill is short for Spell Casting Skill. This determines how much mana you can spend on spells during each battle as well as how long it takes you to cast spells with higher costs on the world map like summon spells, enchantments and Instant Spells.
Guardian Spirit for example Costs 80 Mana to summon. So if you had say a Spell Casting Skill of 20, it would take you 4 turns worth of your skill to summon one as long as you had the mana crystals to spend ofc .
In order to increase you Spell Casting Skill by 1 you have to spend twice your current spell skill.
In Joes example above to go from 30 to 31 would take 60 spent in "Skill". To then go from 31-32 would take 62. 32-33 would take 64 and so on.
The thing to keep in mind is that any "extra" carries over so if you say spent 75 mana to go from 30-31 then 15 would be carried over so you then only need 47 for the next one (62-15=47)
The "Archmage" ability you can choose is the only thing that can speed up increasing your skill. It basically adds 50% to any mana you spend in Skill so that it goes up faster. Also it gives a flat +10 Bonus to your casting skill at the end. For more info on that read the link below if you care about it.
masterofmagic.wikia.com/wiki/Spell_Skill