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Likewise, magic is about utility as much as (or more than) attack power, and just how much you can or do get out of that utility will vary wildly.
There isn't gear to make magic do more damage; the only way to do that is skill points, and weapon users can invest more skill points *and* get better weapons. By the end of the main campaign, my spellcaster had seriously fallen by the wayside in terms of damage, and the only time I really used damage spells was the odd frost bolt, in hopes of freezing an enemy for a bit.
Now, I tend to run two knights, an alchemist and a battle mage. One knight is heavy weapon with shield. The other knight is dual wielding light. The alchemist is also a dual wielding light with accuracy 2... though he uses throwing until he gets his points up. He gets the knight's hand-me-downs. The battle mage is... well... a battle mage. Duh. And I find this group does a LOT of dps compared to my first party. With the knights up front with the armor bonuses, I can toe to toe most mobs you'd expect to be able to toe to toe.