I can't really see RDM functioning in this game the way things are so streamlined, where any differences in magic effects amount to only flavor text. Closest I could see happening are stronger versions of the on-hit debuffs we already have with much longer durations(start at 10 seconds, Fencer then gets three +10 second traits instead of +damage ones like other classes?), or a trait that lets their debuffs bypass the multiple-application resistance factor. Tack on a minor Haste, and maybe Refresh as a 2-minute cooldown and potency on par with Shroud of Saints?