Most other weapons have a strong/special attack, and this is a pretty important aspect of keeping weapons fun and versatile to use. It opens up a lot more opportunities and often fixes other problems with this game's combat.
Personally, the magic system in this game is exactly what I wanted. All of the magical weapons look and feel great to use and make it more than worth investing into a magic build. They're also not broken or overpowered, meaning using normal weapons is still a great option. The game's food system cleverly makes you sacrifice health and stamina to use magic, as well as forcing you to use inferior (but really cool looking) armour + a boss ability if you want to spam these weapons. However, it costs 0 stamina to cast magic, as well as giving you a staff that allows you to tank some hits + minions to distract enemies, meaning the cost can be negated somewhat if you play smart and use ALL of your magic weapons in a tactical way. It's excellent game balancing.
However, if Iron gate really wants to expand their uses, they should give elemental staves a strong attack at tier 3, once magic users have already gotten more than familiar with their weapons. We already see that the dvergr mages have a wide variety of amazing attacks, yet when we use magic ourselves we only have one. I'm excluding blood magic because I personally don't feel they need an alternate attack, as neither do damage when initially cast and more skeletons/longer bubble are already great upgrades.
Here are my personal ideas for alternate magic attacks:
Staff of Embers: Flamethrower/Meteor shower/Field of fire (I'm torn between 3 options)
Staff of Frost: Blizzard
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