Powerful mages can use master spells such as elemental storms, mass healing, summon atrocity, etc, but to do so requires preparation. When they begin the spell a meter or countdown appears above their head to warn the player that baddery is imminent. If this is too intrusive then they simply enter a casting stance or special animation that the player must watch for. The player can interrupt the casting of the spell with various interception methods: knockdowns, freezes, stuns, critical interference range shots, paralysis, frenzy, drain magic. Calm has the opposite effect on them, they can cast the spell under calm and the casting time is shortened. In the reverse case, if your companion mage is calmed then their spell will apply first to counter or overide before the enemy mage completes their casting.
And during this, of course, the battle area has erupted with harassment from other non-magic foes and your warrior companions are busy entertaining them.