Here is a project I have been working on. And I think I have it completed. This would be a new class that you unlock at level 20 at drybone after iffrit boss fight. First 10 levels are tied to you having to find the stolen job crystal that the priest was about to give you, when you became a smoke mage.

Equipment:
This is a Magical Range DPS, so it uses the armor as the others in this class.

The weapons are a 1-handed censer, in the main hand, and a ward, in the off hand. A shield can be used as a substitute for a ward.

The ward/shield is used to protect the caster while the smoke form his censer does its work.
The ward is a floating rune on the casters forearm when the weapons are drawn.
Mechanics:

The Smoke mage has 2 gages that fuels its abilities: The Flume and The Pan.

The Flume is filled with soot from the smoke that your magic produces to make an AURA. If the Flume gage is full you cannot make more smoke. (Has 100 charge)

AURA: as long as the target stays in the aura the buff or dot will continually refresh. Ranged auras can be placed at the target if a target is selected.

Note: to be effective, you want to alternate between your MIST and your SMOKE auras.

The Pan is where the left over magic from the soot goes. You can use this access magic to afflict more damage to your enemies or fuel other spells and abilities. [Has 4 charges]

At any point you can turn off any active aura by selecting it again. Furthermore, any auras that are spells are automatically turned off while out of combat. You do not raging MP while your auras are active unless the aura says otherwise.

Using an ember gives the caster 500 MP.

[TRAIT] Your smoke now effects you.

Spells and abilities in part 2.