I like the concept and the powers. I do think that this doesn't quite meet the requirements of a standard mage. Maybe a slight cosmetic change toward a Druid Concept.
You can then skin the totems as Trees (Trees of Life and Knowledge).
Charm Beast ability works but, change to name to Befriend Beast. You already have a "charm" ability.
Change the name of the Magic Armor to Bark Skin, Add a wood texture to the models.
Change the Magic Immunity from Friendly only to all Demigods. Have it take out all magical effects, both positive and negative. Have it cancel all equipment boosts as well at the highest level. It'd be a great way to soften a powerful demigod.
Change Magic Missle. Have a lightning bolt ability that arcs between characters to do area damage, similar to the Warlords Wand but, with higher levels more damage, larger arc range, maybe a slight speed reduction on the target.
Change the Staff ability to Charge Stave. Have a lightning bolt strike the staff and improve damage. Combo that with Magic Lightning to sig improve damage.
Remove the Gold Ability. A mage would be able to have an Alchemy talent, Dross to Gold. Druids, not so much.
In it's place, Create WickerMen. Basically, transforms your reinforcements into Special Minions. Each level transforms twice as much. They have to be loyal though and don't get any real boosts to life or power. You can either use them to create the Totems or as mobile bombs in another ability, Fiery Harvest. All Wickerman explode dealing damage in a radius.
For a more "Pure Mage" concept,
1. Magic Circle, increase damage (including ability damage) and armor within the area of effect for friendly forces. At higher levels, increase health and mana regen. This'll create forward strong points for a push or defense.
2. Spell Shield, acting like a Bramble Shield, prevents a single Ability or Item from affecting the demigod. Doesn't affect normal attacks. Increasing the level increases either number of Blocks or length of protection. For purposes of the screen effect, white motes of light circling the character indicate how many charges.
3. Magic Missle. A classic. I'd make it long range, similar to a snipe with a fraction of the power, say 100 points per level or multitargetable, Cast once-select multiple targets in the area by drag selecting or clicking.
4. Charm Beast should change to Sleep. Cause all enemies to fall asleep. They can't move or attack but, any single hit will wake them up. This would be his interrupt/escape spell. 2,3,4,5 secs with an ultimate ability of Deep Sleep. Only a larger attack would wake them up. Demigods get taken out for the full time.
5. Transmutation, Cast to change Cloth to Metal or Metal to Cloth. On a friendly, boost armor. On a foe, cancel armor.
6. Dross to Gold. Increase gold income.
7. Summon Golem. A single minion with good HP, targetable as a demigod. Gives gold and xp when killed and/or costs gold to create.
8a Speed Golem. Golem gets faster. (Mulitple levels)
8b Power Golem. Golem does more damage (Multiple Level)
Aura Golem. Golem gets an aura. (Multiple levels)
This version of the demigod give you a lot of basic tropes of Wizards but, you need to decide which of several roles your character will fill. Close support, Artillery, or Factory for a Powerful unit.