Elite Axe attack. If Whirling Axe hits, you strike for +5..20 damage and any stance being used by your target ends. This attack cannot be blocked. (Axe Mastery)
Stance. For 5..15 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 0..3 strike[s] of adrenaline if you hit with a melee attack. (Strength)
Elite Bow attack. You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5..20 seconds, and if target foe is casting a spell that spell is interrupted. (Marksmanship)
Nature ritual. Create a level 1..6 spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1..31 second[s]. (Beast Mastery)
Elite Spell. Exploit nearest corpse to animate a level 3..25 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. (Death Magic)
Elite Spell. Send out a fast-moving Water Trident, striking target foe and up to 2 adjacent foes for 10..90 cold damage if it hits. If it hits a moving foe, that foe is knocked down. (Water Magic)
Enchantment spell. For 8..15 seconds, you have +15 armor. Your Air Magic spells that target a foe activate and recharge 25% faster, but you are Overcast by 3 points. (Earth Magic)
Elite Weapon spell. For 5..20 seconds, target ally gains 5..50% more adrenaline and 1 Energy whenever that ally successfully hits with an attack. (Channeling Magic)
Binding ritual. Create a level 1..12 spirit. This spirit deals 5..20 damage and anyone struck by its attack loses one enchantment. This spirit dies after 10..35 seconds. (Communing)
Flash enchantement spell. All adjacent foes are struck for 10..40 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all adjacent foes are Blinded for 1..4 second[s]. (Earth Prayers)