A mystic adept troll may do the trick.
In brief - go unarmed. Shark mentor +2 unarmed +2 combat spells! Only 4 magic - seriously it is enough to start with F8 combat spells is not bad.
You get 14 dice for combat spells and 15 dice for unarmed (+1 from weapon focus).
You roll 15 dice to dodge hits on you and can go full defense for 20 dice...
Your initiative is very high due to improve reflex 3 adept power.
If you are hit - a body of 9(!) and massive armor should do the trick.
So to sum it up, you have good offense ranged with magic, and unarmed otherwise. (again you can pick a different weapon skill - but I like this combination because you cannot be disarmed).
+ You can select a tradition from forbidden Arcana that grants +2 to combat spells and have a 16 for combat spells /16 for unarmed with magical knucks.
I decided to go with counterspelling - to keep you protected from magic and becasue spell defense is not affected from low magic.
The weakness your spells have is a maximum of F8 - but I think that it is enough 8P -8AP for a lighting bolt or a ball of lighting seems good to me. So the point is, yes it can be done.
== Personal Data ==
Name: Unnamed Character Alias:
Troll
Movement: 10/20 (1m/hit)
Swim: 7 (1m/hit)
Composure: 7
Street Cred: 0 Judge Intentions: 6
Notoriety: 0 Lift/Carry: 18 (135 kg/90 kg)
Public Awareness: 0 Memory: 6
Karma: 0 Nuyen: 14,600¥
Age: Skin:
Eyes: Hair:
Primary Arm: Right
== Priorities ==
Metatype: B,3
Attributes: A,4
Special: B,3
Skills: E,0
Resources: E,0
== Attributes ==
BOD: 9 CHA: 2
AGI: 5 INT: 4
REA: 5 (

LOG: 1
STR: 9 WIL: 5
EDG: 2 MAG: 4
== Derived Attributes
Essence: 6.00 Initiative: 12 +4d6
Physical Damage Track: 13 Rigger Initiative: 12 +4d6
Stun Damage Track: 11Astral Initiative: 8 +3d6
Physical: 12 Matrix AR: 12 +4d6
Mental: 4 Matrix Cold: 4 + DP +3d6
Social: 5 Matrix Hot: 4 + DP +4d6
Astral: 5
== Active Skills ==
Counterspelling Base: 6 + Karma: 0 = 6 Pool: 10
Etiquette Base: 0 + Karma: 1 = 1 Pool: 3
Perception Base: 6 + Karma: 0 = 6 Pool: 10
Spellcasting (Combat) Base: 6 + Karma: 0 = 6 Pool: 10 (12)
Unarmed Combat (Knucks) Base: 6 + Karma: 0 = 6 Pool: 13 (15)
== Knowledge Skills ==
== Qualities ==
Allergy (Common, Mild) (Soy)
Code of Honor (Never Kill Trolls)
Mentor Spirit (Shark)
Mystic Adept
Thermographic Vision
== Tradition ==
Buddhism, Resist Drain with 9
== Spells ==
Ball Lightning (Limited) DV: F-3
Levitate DV: F-2
Lightning Bolt (Limited) DV: F-5
Stunbolt (Limited) DV: F-5
(3 more)
== Powers ==
Combat SenseRating: 3
Improved ReflexesRating: 3
== Weapons ==
Combat Axe
Pool: 4 Accuracy: 4 DV: 14P AP: -4 RC: 4
Combat Knife
Pool: 4 Accuracy: 6 DV: 11P AP: -3 RC: 4
Knucks
Pool: 13 (15)Accuracy: 12 DV: 10P AP: - RC: 4
Unarmed Attack
Pool: 13 Accuracy: 12 DV: 9S AP: - RC: 4
== Gear: Equipped ==
Weapon Focus (Bonded Foci) (Knucks) Rating 1
Edit: I saw you wanted a mage, in that case, you can skip the whole mystic adept stuff and lose a bit of initiative and defense. I'd use the karma to boost magic to 5 - as you only have spells at your aid.