As I progress through my physical party playthrough, I'm thinking about what I'd do for a magical party playthrough and what potential mods could be made to fix some of the issues that exist for magic users in this game.

1. Remove magical resistances from the game. There are no physical resistances, which is one reason why physical teams are strictly better than magical ones.

2. Change magic schools (Pyro, Geo, etc.) to add 5% to all magical damage, capping out at 50% (higher from gear boosts). This balances the magic schools against Warfare, which consolodates all of its (considerable) power into a single tree, when mages are expected to branch into one tree for movement, another for damage, abother for CC, etc.

3. Allow the Ranged skill to affect Staff damage.

4. Scale magic damage with weapon damage. Magical attackers cap out at 40 Int and 10 Pyro/Geo/Whatever. Physical attackers continue to scale with weapon damage once they cap Strength/Finesse and 10 Warfare/Ranged/Whatever.

This is all I can think of at the moment. Any thoughts on which are currently possible? Any other balance ideas? Is anyone currently working on something like this?