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..60 second[s]. (Beast Mastery)
Elite Spell. Invoke a Ray of Judgment at target foe's location. For 5 seconds, target foe and all foes adjacent to this location take 5..45 holy damage each second and begin Burning for 1..3 second[s]. (Smiting Prayers)
Spell. Spear of Light flies toward target foe and deals 26..56 holy damage if it hits. Spear of Light deals +15..60 damage if it hits an attacking foe. (Smiting Prayers)
Enchantment spell. For 10..40 seconds, you have +2 to your Death Magic and Soul Reaping attributes and sacrifice 5..3% of your maximum Health when you cast a spell. (Soul Reaping)
Elite Spell. Remove a hex from target ally. If a hex is removed in this way, foes in the area of that ally take 30..90 damage and lose one enchantment. (Domination Magic)
Hex spell. Target foe loses 5..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. (Friend of the Luxon Title Track)
Elite Enchantment spell. For 25..60 seconds, you are attuned to Air, Fire, Water, and Earth and gain +1..2 to these attributes. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements. (Energy Storage)
Spell. Target foe is struck for 10..100 lightning damage and applies Cracked Armor for 5..20 seconds. Lightning Hammer has 25% armor penetration. (Air Magic)
Spell. Target foe is struck for 5..50 cold damage. If that foe is under the effects of a Water Magic hex, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. (Water Magic)
Elite Enchantment spell. For 5..21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5..25 damage with a single skill or attack. (Shadow Arts)
Hex spell. For 5..15 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. This spell recharges 50% faster if cast on a moving foe. (Deadly Arts)
Elite Spell. All of your Spirits die. You gain 5..20 Energy and all of your Binding Rituals are recharged if a Spirit died in this way. (Spawning Power)
Binding ritual. Create a level 1..14 spirit. Conditions on allies within range of this spirit expire 20..50% faster. This spirit dies after 30..60 seconds. (Restoration Magic)
Elite Flash enchantement spell. For 20 seconds, if you are wielding a cold weapon, your attack skills also Cripple that foe for 1..11 second[s] and you transfer 1..3 condition(s) from yourself to that foe. (Wind Prayers)
Enchantment spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30..150 Health. (Mysticism)
Scythe attack. You deal +5..20 and lose 1 Dervish enchantment. If an enchantment was lost, you remove an enchantment from each foe you hit. (Scythe Mastery)