So, let's go through it again, and try and put it into some semblance of order.

Class: Mage
Hit Dice: d6
Skills: 2+Intelligence Modifier (or 4x that at level 1)
Skill List: Drawn from whatever Glyphstone wants
Proficiencies: No proficiency with armor, proficient with all simple weapons, and one martial weapon of their choice
BAB: Medium
Saves: As Wizard

Incantations:

A mage is a warrior caster, who spends his life refining his knowledge of the magical tongue, known by most as the Arcanum Mysterium. He begins play at level 1 with 4 words of his choosing, and a bonus word per bonus modifier of the relevant stat (to be chosen by Glyph)

These words fall into one of three categories.

Target: What the Incantation is to affect
Affect: How the target is to be affected
Modifier: Anything that alters the way the previous two categories work

A Mage starts off able to cast Least Incantations. Each Incantation drains the casters body of lifeforce, meaning that he is limited by the incantations he can cast each time he goes to battle. This results in Non-lethal damage equal to the chart below. However, a Mage may use an Incantation higher than is normally possible for him by taking Lethal damage instead of Non-lethal Damage. This is dangerous, and can lead to death if the mage is not cautious.

Least (3 hp)
Lesser (5 hp)
Modus (7 hp)
Greater (9 hp)
Mighty (11 hp)

The number of words that can be used is limited by the level of the Incantation, as shown below.

Least (2 words)
Lesser (3 words)
Modus (4 words)
Greater (5 words)
Mighty (6 words)

As stated, a mage begins play with a limited number of words known. Over time however, he is able to research more words. To research a word takes 1 week per word in the Arcanum Mysterium, and costs 100gp, as well as requiring a Successful Knowledge Arcana Check of DC15. If a mage is attempting to learn a multiple word, he must make the checks for each week, pay the cost each week, and not interrupt his study. If he fails one check, he must start again. The gold expenditure is not wasted, but the time must be spent again.

To cast an Incantation requires a succesful Spellcraft check, equal to 10+ damage dealt by the incantation.

So, a least Incantation requires a Spellcraft check DC13. If this check fails, the mage still takes the Hp drain, but the Incantation fizles.

Using an Incantation is a standard action that provokes Attacks of Opportunity, unless used defensively.

Whilst the words of the Arcanum Mysterium themselves contain power, it takes a trained mage to correctly pronounce them. Thus, a mage must research the words he wishes to use himself, he cannot learn the words off of another mage.

The only exception to this is that a Mage may learn from another, if he is willing to expend half the cost of what it would have taken to learn the words, and the other mage from whom he is learning must also be present and willing to help him. This is normally more costly for a mage, and thus few are willing to do so.

A mage can only cast Incantations appropriate to his class level without experiencing Lethal damage. The level requirements are listed below.

Least (Levels 1-4)
Lesser (Levels 5-8)
Modus (Levels 9-12)
Greater (Levels 13-16)
Mighty (Levels 17-20)

Words that are more powerful normally take longer to say, and are made of more words in the Arcanum Mysterium as well, meaning that more powerful words require more powerful Incantations to use. For example, Singe is a Least Word, Burn is a Lesser word, Char is a Modus word, Incinerate is a Greater word, and Immolate is a Mighty word. A word has a rating according to the Incantation that can be used for it, and the number of words it takes to research, and to cast.

Least (1 word)
Lesser (2 words)
Modus (3 words)
Greater (4 words)
Mighty (5 words)

There is a story, of another level of Incantation, supposedly only available to those greater than level 20. Called Epic, these Incantations are rumored to go far above and beyond any other Incantation, and are said to only be limited to the drain the caster is willing to succomb to.