I think it wouldn't fit into the current traits system because these seem way stronger than any melee alternative
Maybe if melee traits had a big rework alongside it could work
A lot of the CC-ey effects and positioning stuff is to make up for the lack of damage available in Magic, and maintain this stuff is meant to be what you place into a build to move to a more support-y role.
I do inlcude a full rework of strikes, more melee options such as backstabs, stealth play, and anti-mage specific traits as well. (See Witchblood, Zikiel Vampire, Silven Mutations, some Shield options.)
But let's consider some of the damage output.
A basic, str 2 sword swing is around 12 damage assuming no SwordResist. Without str 2 is 6 damage.
With swordres, it's around 10 damage.
Against a gal with swordres and prot 4, a strength 2 sharp v sword swing will do around 3 or so damage total assuming no Vanila crits (Critout). Magic can't really/doesn't really crit in my doc.
Fireball as it is right now does 10 damage, and ignores armor to an extent, to the point it can do up to 25% of someone's health (5 damage) in one cast, just for a measure of what we're dealing with right now. And that trait is considered "weak".
So let's consider that against every attack spell in the doc. Mind every spell is now affected by armor. Each spell also has some sort of reagent cost (Your health, a physical item, casttime.) So do keep that in consideration.
Demon Magic's Mourdan is a skill shot spell that fires three projectiles in a row at the cost of the User's health. Damage base per projectile is 8 damage, affected by armor.
Technically you're doing up to 24 damage, but it's affected by armor protection 3 times. And it hurts you to use.
Regent is your health, thus your health pots.
Elemental Magic, one of the more damage focused spell schools. For this, I took fireball, and split it into two spells.
The first spell, fireball, is a one-shot skillshot per 5 second cast that moves quickly but has no AOE, and allies can accidentally bodyblock and leave you with no damage dealt to anyone. I'm basically downgrading base fireball. It does 9 damage now.
Second spell, FireBolt is what we have right now, except slightly buffed to 12 damage, but given more mitigation from armor. So about as much as a whole hit. It should be doing the same as a str 2 sharp V sword with no resist, but on a 5 second cooldown. It was also changed to require
three fire charges as a consumed reagent.
Third spell, Khalien, is a quick cast skillshot on a long cooldown that requires an Iron Nugget.
It does around 3 damage max, and is just meant to reward a good landing with a bit of extra damage.
The main point is to freeze solid a player struck.
Fourth spell, Kilhid, is a charge-up cone AOE that reaches further and grows stronger as you charge it up that requires an Iron Nugget. It slows you while charging.
Once you let it go, it can deal up to 4 damage, and inflicts the slow on any foes caught in the cone, while turning the terrain in the way of the cone icy and slippery.
Fifth spell, Khilen, is a quick cast skill shot projectile that deals 6 damage. The main gem to this spell is it's a "Stop, bitch" spell, similar to Khalien except it's on the player affected to escape it.
The rest of Elemental is Utility spells.
No spells in Mind Magic deal damage, except Anubhava, which is only 4 damage affected by armor. It's meant to be a disrupt spell.
Death magic has two spells that hurt.
CurseOfTorture is a 8 damage quick cast on a 6s cooldown. It's probably one of the more aggressive skillshots. If you impale the same dude 4 times with the spell, they'll be half-stunned, with a blind and their view forced down.
CurseOfFear is a chargeup AOE that deals 2 damage as a view knocker. The main point of the spell is it flips the view of people facing you when you blast it, and apply nausea. Basically a good "get off me" spell.
Kathar Magic.
HowlingJavelin is a 6 damage quick cast skillshot that combos into GhostBlades. 20 sec CD, though this could stand to be lowered.
GhostBlades is an 8 damage quick cast over-the-head skillshot. If you hit someone with it within 5 seconds of landing HowlingJavelin, you summon three extra blades, and fire them in rapid succession, all with the same statline as the first, at a 26 second cooldown.
Trickform is a spell that deals 2 damage, but ignores faction/ally status, and disguises an affected player as another random player.
PleasuringPain is a spell that quickly fires off multiple damage ticks to tilt the affect player's view into constant hurtcam while making the user unable to move or act as they focus on causing ungodly agony to their target.
That's all for Void.
12 spells in void cause damage, all mostly under 10 damage baseline compared to Fireball we have rn.
Soul Magic up next.
Soul Magic has a unique resource system of gathering souls into Qatils via a spell called Haratek. This powers stuff in Construct AND Soul Magic.
Hayvann is a pet projection and the base spell for all Soul spells along with Isilik. You can choose choose between two types of permanent pets. The combat variation acts like a wolf and does 9 damage. Having Hayvann instantly kills all wolves you own within a 100 block radius. The other variation acts like an Isilik totem and simply follows you around. It can be knocked out by attacking it or dispelled via certain magic.
No other spells in Soul Magic deal direct damage. They all are unique positioning and disrupting tools based around Isilik and Hayvann.
Celestial Magic's only damaging spell is Aveyle, the blinding light chargeup spell. It deals 2 damage base, but deals 8 damage to vampires and dispels shadow-related magics in Demon Magic.
Serna also increases Vampire heat excessively if in the area of Serna, up to their Melting Damage point.
Leveia damage has no damaging spells, being a self-support style. It has indirect damage in the form of Iknar, which causes losing your Nymphe shields to spawn vex mobs that deal 9 damage and last for 15 seconds that will attack whoever broke your Nymphe. They can be killed.
Folelsa magic has no spells that damage, they instead rely on your enraged player to play badly and hurt his friends.
Nelfin magic has one attack spell, a skillshot, which allows them to break off a bit of the terrain nearby similar to Bending magic and launch it at a foe for 8 damage. It's spammable. It won't actually affect terrain.
.. That's about it for the magic skills.
Usually per how I want people to set it up, they'll normally take Academy Magic, which costs 125, but lets you pick 3 spells and ignore their normal trait point cost and trait slot cost, and only have to deal with their other requirements. AKA Can't cross void and exist magic in the same build.
Or you can build into a single school.
To really like sum it up, magic does a
lot less damage, but focuses more on positioning, dodgeable crowd control, that's a key factor to consider. Nearly all of the magic in the doc is a dodgeable skill shot or something you can predict and outplay directly or things that have abuse-able caveats, or you can just see through by being smart. I really don't think any mage will overtake melee builds, because melee builds can do so much damage so quickly compared to any magical build. It will probably start off really strong, since it's a bunch of new content and omggg so much new stuff. But then when people work out how each spell works, it'll fall in line under melee just like archers currently do.