Charisma is useful for weaseling your way outta tight situations (
ie: paranoid Flaming Fist south of Beregost) when wisdom and intelligence fail, and sometimes you need it at around the above 10 level for it to suceed.
Also under the fixpack conditions, which properly fixes the Sorcerer class, Charisma and Intelligence are the Prime stats, anything so keep them high in such a case.
Merchants supposedly give discounts to people of higher charisma, I've never noticed this under normal conditions, so I wouldn't give it a boost just over that reason alone.
Intelligence for any mage class allows you extra slots, and increased magic potency, effectively allowing your mage to be a mage, infact it is recommended that all mages have a minimum of 17 intelligence.
Since I'll assume you'll have your character as the main speaker (due to being the leader, etc) I recommend again keeping it at a reasonable rate, but not excessive unless the above reasons also apply.
Strength is useful as we all know, but for mages it's less so, as ranged weapons will mainly rely on it for accuracy rather than damage. And mages should never engage in up close combat unless absolutely nessecary. (exception cases: Fighter-mage etc)
As far as Wild Mages go, it's really up to your playing style, and be sure to have plenty of saves on standby should things go wrong. (yes including summoning a fiend without protection from evil equipped, or CC's affore mentioned stone self problem... although your DEX and CON stats should help you slightly with saves)
Anyway, there's the end of my long post.

Hope you find your time as a mage most worth it, Altomar.
Edit: I'm about to fireball these typos! Really! I am!
Edited by Solar's Harper, 10 December 2007 - 02:52 AM.