This might seem like a pretty ordinary win, but one thing I wanted to try was getting to the final battle with spending as few points as possible. As you can see in the screenshot below, at High Peak 10 I only put stat points in Mag and Wil, only spent 26 class and 34 generic points, and only spent one prodigy point on Hidden Resources. I also didn't eat the Wyrm Bile at that point. I had 3/5 in Dust to Dust for a while but I refunded them for High Peak because they weren't needed.

As for how I did this, Paradox Mage has a few talents that are ridiculously good, and a careful player can do a lot with them. These talents, in no particular order, are Stop, Echoes of the Past, Seal Fate, Entropy, Webs of Fate, Dimensional Step, and the entire Flux category.
To deal with hard opponents, usually I would open with Seal Fate, Webs of Fate, and Attenuate, then Stop, then Dust to Dust for two Seal Fate procs or Temporal Bolt if there are multiple enemies, to reduce cooldowns. I would use Attenuate on cooldown almost all the time. I'd use Echoes as either a strong finisher or a regular nuke, and I would also use Entropy as needed.
My overall thoughts on the class is it is one of the most fun and well designed classes in ToME, and having five good locked categories makes the player make tough decisions. It is pretty obvious that Flux and Energy should be taken at levels 10 and 20 respectively, since Flux is by far your best and most important category and Entropy is needed to deal with some tricky enemies. I took Stasis at level 36 mainly for Stop (Time Shield is very overrated on this class, no need to invest more than 3/5 at most). If I wasn't going to be so stingy with points, I would have taken Static History much earlier to safely tune my Paradox to around 500. Timeline Threading and Spellbinding are pretty good, but I don't think either are needed except possibly on Madness. Timeline Threading helped in the final battle, but it would have probably been really easy anyway since neither Elandar nor Argoniel had even close to enough spell save to save against Attenuate and Entropy.