Okay. You have a good number of basic options, and I'd Highlt recomend making use of the ability to 'research' your own spells if at all possible. The main PH spell-list is a bit lacking in the sorts of things this archtype could use well.
There are a number of options for your classes, really:
Fighter - Bonus Feats. Every combat type can usualy benifit from a few levels of fighter.
Barbarian - Better HD, skills, Movement Speed, Rage, Uncanny Dodge. However you can't cast spells in rage, so every fight you'll need to choose Rage vs. Combat Spells. The loss of heavy armor is not very relevent, given Arcane Spell Failure.
Paladin - If it's not too agenest the concept, a few levels of palidin can make you much more formadable, primarly because of the synergistic dual benifit you can get with a high Cha, if you go Sorcerer.
Sor - Lots of spells per day, few known, spontanious casting. The primary problem with the sorcerer is that they gain acess to spells a level after wizards [2nd level spells at 4th level], when you multi-class this becomes even worse.
Wiz - You'll get fewer spells but can choose any spell you want, and by mid levels you could easily have a spell-book full of options other than the combat enhancing spells that are your foucs. Also you'll have scribe scroll for free, and a second metamagic feat if you reach 5th level.
Equipment - One option is to go Sorcerer, focus more on Con then Dex and take some light armor. The arcane spell failure is countered a bit by the greater number of spells per day. Multiclassing into Barbarian makes more sense here, since you most likely won't be casting too many spells once you get in a fight (only before-hand) and thus being in rage won't hurt you too bad.
Spells -
The following PH spells have no Somatic components.
Cantrips (2): light, flare
1st level (4): feather fall, hold portal, true strike, ventriloquism
2nd level (4): blindness/deafness, blur, darkness, knock
3rd level (3): displacement, suggestion, tongues
4th level (4): dimension door, lesser geas, polymorph self, shout
5th level (2): teleport, contact other plane
6th level (2): geas, mass suggestion
7th level (4): phase door, power word (stun), teleport without error, vanish
8th level (3): mass charm, power word (blind), Otto's irresistable dance
9th level (6): Mord's disjunction, power word (kill), prismatic sphere, teleportation cricle, wail of the banshee, wish
Some good options on this list for a combat buff type.
As far as accual advice, I'd take a human and go Fighter/Sorc/Barb. Start out as a multiclassed Fighter 0 / Sorc 0. Interchange fighter and Barb levels as you see fit and remember to keep at least two classes near each other.
Abilitys in order of importance would be - Con, Str, Dex and make sure you have at least 13 Cha, boosting this a little if you need to, a 14 gives you a 2nd level bonus spell, for instance. Take combat casting, you'll most likely not be able to get your concentration too terribly high (though you can just dump all of your skill points into it every sorc level and keep it close to the max if you alternate levels a lot).
Wear light armor, meidum if you can find mithril or darkwood or something with no more than 15-20% spell failure. Deal with the spell-failure, most of your spells should be longer duration buffs. For spells you need to cast use still spell or one of the above, OR see if your DM will let you learn the spells as one level higher with no somatic component. Look to get around 6 or 7 levels of Sor.
Be sure to get one spell that deals damage at melee (making something on your own is best, a second level spell that creates a ice spear to deal 1d6 cold damage / level (max 10d6) + Str with an attack roll [non-touch] for instance), and beyond that take things like Displacement, True Strike, Enlarge, Mirror Image, Haste et cetera. Avoid the purely stat inhanceing spells as they don't stack with rather common magic items. A few odd utility spells are good, too, like Invisibility and Mage Hand.
Cast long duration buffs before a fight, a few more at the begining and rely on your weapon & rage in combat, using your melee attack spell every now and then if you need it to soften up a tough opponent. All spells cast during combat should be still or have no S components, you can't waist time in a fight.