I was thinking of a mage class I call the ‘Arcanist’, which focuses on being a support mage and crafter for other mage classes. Skills are based primarily around transport and other transport secondary characteristics, such as perhaps telekinesis.
Domestic Spells!
Aer Stockpile
The Arcanist can select a stockpile of moderate size and, by casting this spell, carry the entire thing at once. After using the effect for too long, the Arcanist must rest.
Aer Symbol
The Arcanist engraves a tile on the ground, creating a zone in which all allies are pushed by arcane forces and can walk faster. The symbol costs time to engrave and is worn down with use. The sturdier the engraved surface is, the longer engraving takes but the longer they symbol lasts.
Battle Magic!
Aer Chains
The Arcanist attempts to lift an enemy creature into the air, effectively immobilizing it. The Arcanist quickly becomes tired using this spell. The larger the creature is, the more Arcanists are required to properly lift it and the more quickly they tire out.
Mystic Items!
Arcane Cell
A rune-engraved stone craftable by mages that when made temporarily takes away a large amount of their mystic power, leaving them unable to cast spells and forcing them to sleep for several days. When consumed by the mage, causes them to turn into a ghostly, arcane form in which they require no food and cannot be damaged by attacks but cannot interact with physical objects (crafting, building, casting spells etc.). Exiting this form requires several further days’ rest, over which they regain corporeality gradually.
Magus Conduit
The Magus Conduit is an ornately carved rod, preferably of valuable metal, that allows limited, one-way teleportation. Arcanists can construct a reciever circle in a building in your town, and when the rod is discharged the user and all nearby allies are transported into a reciever building of the user’s choice. The rod is destroyed upon use.