And one final thought. I notice that magic is not bound by walls or any other objects in its immediate path. I understand that its magic and could simply move around or possibly through objects, but want to suggest that maybe this leads to lesser damage than say a straight on attack.
The problem there is to find out there is a wall in between in the first place. This would require a major effort to add code to make the server aware of geometry when casting a spell.
Sure it's a problem, but it will have to be adressed sooner or later (for bows and stuff like that). Besides, I think the server is already aware of the level geometry in order to do collisions between characters and objects, so if you can prevent a character from going through a wall, it is surely possible to prevent an arrow or a fireball to do so.
As far as anti-magic and balance between mages and warriors is concerned, I think it's too soon to get worried since all the mechanics are not implemented yet, but I'm not sure anti-magic is the way to go for swordsmen : I can't really see how someone could be knowledgeable enough to protect her/himself against magic, but not to actually cast a spell...
I can see more realistic ways for a fighter to fight a mage, for example :
-His physical strength/endurance and armor allows him to resist a few spells while approaching the mage, and then strike him with his sword, which would be deadlier to the mage if he's physically weaker.
-He could rely on a magician in his party to either protect him with some kind of anti magic, or keep the enemy mage busy.
-He could have some special ability like a forward dash, which would enable him to move faster, and maybe take less damage (or be more difficult to hit) while doing so.
I'm not saying a swordsman can't use anti-magic if he has some training in magic, but I think it would be more fun if there was a way to defeat a mage by using only physical abilities.