wolfsrain: But, seriously, most of the fantasy RPG's will have the same formula for mage: weakling at the beginning of the game, overpowered starting mid-game until the end.
Actually, I have encountered many games where it is the reverse.
In Might and Magic: World of Xeen, for example, physical attacks scale faster than magic attacks, especially when you take into account Day of Protection.
In Elminage Gothic, attack magic is quite powerful for most of the game, but once you get into the post-game, it becomes rather weak. (Also, Dragonewt breath is often more powerful than magic, especially if the breather has high HP, though that stops being true in the postgame.)
This pattern is also seen in many JRPGs, including many Final Fantasy games, as well as some Dragon Quest games as well.
One bizarre case is SaGa Frontier 2. Once you have enough Arts known, the balance boils down to this:
* Physical attacks are more powerful, but have to be used sparingly due to WP and limited weapon durability.
* Magic isn't as strong, but is generally strong enough, and because of the way SP is restored to the amount provided by equipment after a battle, you can use it as your primary means of attack and not worry about SP. (Also, you don't have to worry about durability either.) Note that you still get a good selection of spells, including Firestorm (hits all enemies) and Incineration (chance of instantly killing its target regardless of fire resistance).
(In other words, in SF2, the balance between physical and magical attacks is flipped compared to the way most RPGs work.)