Time for some skills that are more for flavor than serious usage. Attribute levels are given from 0..15.
Increase Voltage - Air Magic
Enchantment Spell. For 10..30 seconds, lightning damage you deal is increased by 25% (maximum 150 lightning damage) but whenever you take lightning damage, that damage is increased by 33..27% and you gain 1 Energy.
E-management with a price. Excellent in PvE if you know what you're up against, especially against the higher-armor monsters. Use it in GvG against mind shock split on Corrupted Isle and you are screwed. Cap of 150 prevents 220-damage lightning orbs at VoD, but doesn't (and shouldn't) override the VoD effect, like Signet of Mystic Wrath.
Intensifying Flurry - Water Magic
Hex Spell. For 5..11 seconds, whenever target foe takes damage, that foe's movement is slowed by 1..3% (maximum 66%).
Would be win against flag runners, as if their job needed to be harder...
Red Dragon's Claws - Dagger Mastery
Off-Hand Attack. If Red Dragon's Claws hits after your successful lead attack on target foe, you strike for +10..22 damage and cause Burning for 1..3 seconds.
For the hold-outs who like lead-offhand-dual, effectively +60 damage at a high dagger spec if the Burning is not removed.
Leech's Grip - Blood Magic
Hex Spell. For 10 seconds, target foe suffers 1 Health degeneration. After 10 seconds you gain 20 Health. If Leech's Grip is removed prematurely, you steal 3..40 Health from target foe.
Like Ether Phantom for Health, but with lifesteal attached.
Close Wound - Healing Prayers
Spell. Remove one condition from target ally. If the removed condition is a Deep Wound, that ally is healed for 12..98 Health.
Condition removal in the Healing Prayers line. If you nab the Deep Wound on a spike it's a near 200-HP swing. On other conditions Close Wound is a meaningless heal (DF only) but at least it's self-targettable.
Whirling Dervish - Scythe Mastery
Melee Attack. Attack all adjacent foes. Each attack that hits deals +5..10 damage. If you are not wielding a scythe, you lose 5..3 Energy.
Energy loss to prevent axe abuse, +dmg is minor enough to not really care about. A PvE skill for sure, one that I'd like to see in EotN. No real reason to take this over Eremite's or Mystic in PvP, which have higher damage potential and adjacent AoE is rather negligible.
Leg Eater Sweep - Scythe Mastery
Elite Scythe Attack. If Leg Eater Sweep hits, you strike for +1..16 damage and target foe is Crippled for 5..10 seconds. If struck foe is already Crippled, you inflict a Deep Wound for 15 seconds.
Not abusable on one character with Grenth's Grasp, and Harrier's Grasp is conditional enough and has already been nerfed. Jumping through hoops for Deep Wound is fine, I'm starting to really really like Wearying Strike even when I'm not running Melandru.
Balthazar's Slash - Swordsmanship
Elite Sword Attack. If Balthazar's Slash hits, you inflict a critical hit, causing Burning for 2 seconds and dealing +5..35 holy damage. Balthazar's Slash cannot be blocked.
Should explain itself. This is basically a much better version of Pure Strike. On a squishy this thing will guarantee ~90 damage (16 sword) and the Burning deals an additional 28, so it's not going to displace Final Thrust or anything.