They want to develop RDM as a enfeebler, with close range melee ability. But rather then the enfeebles be melee based they would be magic spells.

In this case let's look at XI, since when it comes to RDM it wasn't really defined as an enfeebler til 11. When it comes to enfeebles they come in different forms, those that deal dmg and those that inflict status ailments.
The ones which RDM can learn that inflict ailments are:
Paralyze
Blind
Bind
Slow
Gravity
Silence

The ones which inflict damage are
Dia
Bio
Poison

With the following list I think I wound condense RDM to these 3 enfeebles.
Paralyze
Blind
Slow

I honestly don't see Silence ever becoming part of the game though I will include a concept they could go by if they included silence but for now this is how I would setup the skills.

Slashing Seal:Deals additional damage if mob has Para/Blind/Slow

Blind:Blinds the target Combo:Cursed Blade Changes to close range attack, removes ability to blind, deals dark based dmg and more dmg if target is blind, ends current combo chain

Cursed Blade: Standard attack which which opens up combo for Blind/Para/Slow

Seal Breaker: Close range attack, Deals extra dmg to target that has Blind/Para/Slow but removes said effect, the effect however is then emitted as an AOE which inflicts the enfeeble on target around the one hit with Seal Breaker (aka if I land blind on a mob but I want to blind the mobs around it I would blind one mob, then use Seal Breaker to break the curse on the current mob to change it to an AOE which would leave one mob without blind but grant the chance of having more mobs inflicted with Blind)

Paralyze:May caues enemy to be unable to act Combo "Cursed Blade" Removes original effect in place of a Cone ice elemental AOE that may inflict bind on target

Empowering Blade: Attack that may increase the duration of Blind/Para/Slow Combo "Slashing Seal" Has a chance to also increase potency

Extraction Blade: Removes the effects of Blind/Para/Slow on target enemy and grants en effect of all effects absorbed. (The En effect last 30 seconds) Combo: *All combos remove original effect in place of following* "Blind" Ally=grants ACC up
"Paralyze" Ally=Increase att speed
"Slow" Ally=lowers ability recast
(The idea behind Extraction Blade is the combo allows the RDM to extract the negative concept of the effect and enhance the positive effect/opposite effect on a target. Rather then being blinded you'll be able to see better, rather then paralyze you'll act quicker and rather then striking slower you'll be able to act faster.)

Slow:Slows the attack speed and recast of target. Combo "Cursed Blade" Removes original effect in place of a short range attack that may inflict petrify.

Forbidden Seal Thrust:Strike which greatly reduces targets ability to resist enfeebles Combo "Empowering Blade" Removes original effects and deals dmg based on the potency and duration left on Blind/Paralyze/Slow.

Slashing Seal-Empowering Blade-Forbidden Seal Thrust
Cursed Blade-Blind
Cursed Blade-Paralyze
Cursed Blade-Slow
Blind-Extraction Blade
Paralyze-Extraction Blade
Slow-Extraction Blade
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The concept I'm trying to setup is a mage which has the ability to inflict enfeebles that don't do dmg, but they make up for it by having melee actions which focus highly on their ability to augment their blade with seals that can enhance their dmg or even change the effect of spells based on which action you use.

The reason why I'm only using Blind/Para/Slow is because these effect are not to overpowered, I feel adding Silence might be to OPed and when it comes to NMs silence is usually ineffective however when it comes to the 3 I mentioned they are usually always able to land on a target.