Juergen Wolter, 1997
Here's a set of rules which worked very well in one of my Ars Magica campaigns. It doesn't mean to portray the real kabbala, of course, and indeed skips all its mystic concepts. Instead it provides working game mechanics.
If you want to know what a kabbalist really thinks, you have to read the Zohar or some kabbalist's writings yourself.
If you wish to play a kabbalist, or have a kabbalist NPC in your campaign, you should at least have some basic familiarity with jewish religion - you could read S. Ph. de Vries: Jewish Rites and Symbols (e. g. 1981 from Masada Ltd Publishers, Givatayim, Israel) for a good introduction.
And then the following rules might be useful. They are obviously 3rd edition Ars Magica - I haven't even found the time to READ the 4th edition yet. They reference Maleficium and Pax Dei rather often, and don't work well without the angels and devils as explained there.