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1) bard. bards have a bit of healing and a bit of damage spells.
2) druid. druids also have a bit of damage spells, more than normal clerics
3) cleric with damage caster flavor: the light domain specifically has a taste of mage boom magic, but storm has merits too.
There are also harder ways to do it, from taking a 50/50 split in healer/caster classes or mixing and matching like a bard warlock.
You can also waste a feat on it to get magical cross training like a wizard takes cleric initiate, but its very weak. I don't know if you can mix these to upcast your healing spell or not, but you only get 1.
You can wear what you want but you will have the armor and weapons of your race if any + your first class (so if that is cleric, you will have armor/shield etc). If you do a wizard or sorc first, you won't get those inherited later.
D&D has a long history of strange rules for magical classes, and this latest version is different from before but still weird. One ground rule has always been that the healer and the nuker are distinct roles and blending them has never been easy or simple. Its always been possible, well always since multi-classing was added along with some of the other class templates like the druid example class, but its never been a priority.
I have played as a Mage solo, and as a Duo and Party many times now, just for totes funzies.
Pots are your friend, you can toss them!
So are any other pots that are useful, IE: element resistance, cleanse pots, etc.
Additionally, you can use scrolls that are healing, and of the same type as pots to do what healers do. There are also jewelry and items that have spells one can use.
A mage can literally do anything a fighter or cleric can do except be accepted by a God/Goddess patronage.
Also, Feats give you extra options, and flexibility.