Do you just mean a damage dealing mage? I could probably roll mine out if you're just looking for examples. I don't think of it as anything "special", just kind of "overdesigned".
Witch (from a race known as Elementals, you'll see why in a moment)
Wields the 6 basic elemental magic skills (doesn't know the other 3 elemental magics). Fire, Water, Earth, Wind, Lightning, Ice. The skills themselves all inflict a specific state on an enemy at specific percentages (and sometimes levels of state). Their skills "level up" with the newer version of the skill absolutely replacing the older version. You're offered a choice of how each skill levels up (the choice is between a better chance of inflicting the state/leveling up the state and simply having the spell itself be more powerful). This is really not the interesting part of the Witch.
The equipment is what makes my Witch a little bit different. First of all, the staggering amount of equipment helps the player decide what to do with them.
--The Witch can equip a Dagger that has a high chance to inflict a state on an enemy, but the lowest ATK damage in the game.
--Short Swords come in "elementally enchanted" varieties, for when you just want to have a Battle Mage that can inflict serious physical damage as well as some elemental damage. Short Swords aren't all that great (they're like third from the bottom in terms of power), but they're the highest attack you'll get out of a Witch.
--Wands do about as much damage as a Short Sword, but they lean heavily on the "Magic" element in my game, meaning they're more effective against certain enemies than a short sword would be. The other thing a Wand does for my Witch is inflict a "Weakness To X Element" state as a percentage chance of each hit. Each wand inflicts a different elemental weakness (and can even make enemies weak to physical strikes like Piercing weaponry). However, the most common form of these wands just makes enemies weak to one of the six elements the Witch can use. So, you could make an enemy weak to Fire... and then cast Fire on them for more damage.
--Books (shield item

) are best paired with Wands because of their effect. A book offers no stats what-so-ever to the Witch. But, the reason you equip it is that it negates a specific elemental damage done to the Witch. This could be anything from Strength attacks to Blunt Weaponry to even other elements. It makes that specific damage a big fat 0 to you. Better versions of books negate more than a single element, or negate whole types of elements (like all physical elements or all magical ones).
--Staves are portable magic generating devices. They simultaneously increase the MP you can hold as well as increase Magic Attack by a good amount. They're a two-handed weapon, however, and moderately useful as a Blunt instrument.
--Orbs are two handed weapons that inflict elemental damage. They are a Magical Weapon that can inflict elemental damage on enemies using the Attack stat. They're useful mostly because they're a fantastic backup if you run out of MP to use. In effect, they're a "Use no MP elemental attack". Also, some of the better Orbs come with a chance to actually reflect magic. They do raise the Magic Defense stat and the Magic Attack stat. They're a more defensive item than offensive.
--Casual Clothes are an armor type that offers no stat bonuses. What they do offer, however, is percentage increases to Max HP, Max MP, or sometimes both. Some Casual Clothes can also increase Pharmacology rate as well as increasing TP Gauge Charge Rate. Using these effectively requires a significant investment of stat points into HP or MP, however (meaning you can turn your Mage into a quasi-Tank, provided you've invested enough stat points into Max HP to begin with).
--Cloth Armor is a type of armor that usually just includes things like Witch Robes and such. The stuff offers resistance to Speed elemental attacks, offers bonuses to the Luck stat (which is used as a defensive stat in some Skills), offers bonuses to the Agility stat (allowing you to act much faster) as well as bonuses to the Magic Attack stat. It can also sometimes offer a bonus to the Magic Defense stat, but that's far more rare.
So, you've got a lot of options. A lot of ways to build your Witch however you want. If you like the straight elemental DPS, there's a couple items that let you do that, and you can level up your Skills to do just that. If you want to be a Control Wizard, there are options to inflict states all over the battlefield (some of those elemental skills even hit multiple enemies). You can even take a couple of the items in order to maximize the ability to inflict states all over the battlefield. If you'd like to build a "Magic Warrior" type, there's options in there to do just that as well... maybe even turn them into a Tank that can cast spells. You could even play them as Quasi-Support and have them hitting enemies with "Weakness to X" attacks, where your party then follows up and deals a ton of damage to them while they're weak. You can even equip the "reflect magic" orbs and then equip a Relic (Relics in my game work like Traits in Fallout 1, 2, and New Vegas... up side... and down side) that makes the target rate of your Witch go up against magical enemies so you can effectively lightning rod all the spells to you... and then fire them back at the enemy.
My other "mage" types aren't nearly as versatile, but they serve different niches in combat. My Witch is meant to have a lot of options because all of their skills are "damage skills".
I hope that gives you some ideas. You can really do a lot to define a character or a class/job in your game just by what kinds of equipment you give them access to... and what that equipment actually does.