Is this magic system reasoning good for an RPG game?

So because "Magic" is its own attribute starting from 0 to 10, this takes away from other attributes to use Magic. So Magic needs to have some advantages over swords and guns to make sense.

The solution is Magic damage dealing spells deal some damage even if the enemy evades successfully. This is like "splash damage" which can't be avoided.

Sword deals 15 +3*strength for one handed wielding, and 15+ 5*strength for two hand wielding. Magic damage spells, except Earth, start at 15 +1d6 + 3*Magic for level 1. Level 2 does 20+2d6+4*magic and level 3 does 25+3d6+5*magic.

This way, magic is "worth it" to a player even though their other attributes will be lower because of it. I also have healing, dispelling, buffing, and de-buffing magic.

You learn 1 new spell per attribute point assigned to Magic, so a highly focused mage could learn 10 or more spells, while a non-magic users gets no magic at all.

Is this magic system reasoning good for an RPG game?
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