Elementalist
Summon Air Elemental Enchantment spell-
Air magic
energy cost:
15 casting time:
3 recharge time:
25 upkeep
1
while you maintain this enchantment, you Summon a lvl 10-20 Air elemental. whenever you take lightning damage 10%-30% of that damage is transfered to the air elemental and you loose 2 energy. the air elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.
Summon Water/Ice-elemental Enchantment spell-
water magic
energy cost:
15 casting time:
3 recharge time:
25 upkeep
1
while you maintain this enchantment, you Summon a lvl 10-20 water elemental. whenever you take cold damage 10%-30% of that damage is transfered to the water elemental and you loose 2 energy. the water elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.
Summon fire-elemental Enchantment spell-
fire magic
energy cost:
15 casting time:
3 recharge time:
25 upkeep
1
while you maintain this enchantment, you Summon a lvl 10-20 fire elemental. whenever you take fire damage 10%-30% of that damage is transfered to the fire elemental and you loose 2 energy. the fire elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.
Summon Earth-elemental Enchantment spell-
Earth magic
energy cost:
15 casting time:
3 recharge time:
25 upkeep
1
while you maintain this enchantment, you Summon a lvl 10-20 Earth elemental. whenever you take earth damage 10%-30% of that damage is transfered to the earth elemental and you loose 2 energy. the earth elemental will die if your energy reaches zero or this enchantment gets removed. when the elemental dies you suffer from exhaustion.
Summon ether-elemental Enchantment spell-
energy storage
energy cost:
15 casting time:
3 recharge time:
30 upkeep
1
while you maintain this enchantment, you Summon a lvl 10-20 ether elemental. whenever the ether elemental takes damage you gain 1-3 energy and whenever you cast a spell the ether elemental is healed for 150% of that spells casting cost. the ether elemental will die if your energy reaches zero or this enchantment gets removed. when the ether elemental dies you loose 15-10 energy and suffer from exhaustion.
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the idea with the elementals is to allow the elementalist to have some kind of pet(working partially as tank atleast in PvE) the elementals will have their own low lvl skills like the different npc golems in the game...obviously air and fire golems are not in the game but these will have the same low lvl skills that you find in these branches of magic E.g. flare and lightning touch etc. the only elemental that doesn't have any abilities except for beating people on the head is the ether elemental which is just supposed to be an energy battery with some drawbacks if you fail to keep it alive. now before you go moaning about these elementals overshadowing ranger pets or necro minions you'll note that there are some quite different pros and cons with them compared.
compared to necros minions: the necro will for the most part(if properly played) be able to raise far more minions than elementals. they don't cost anything to maintain but their health will slowly dwindle...also minions are much more disposable where the elementals will cause exhaustion if they die)
compared to pets: you will be able to summon more elementals than pets for obvious reasons...that is if you're willing and capable of dealing with the energy upkeep. also elementals have 3 ways you can dispose of them...getting rid of the enchantment, killing the elemental normally or if the casters energy reaches zero.
now on with the show...I've got a couple of more ideas

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Mesmer
Thin air hex spell-
domination
energy cost:
20 casting time:
1 recharge time:
15
for 5-10 seconds whenever target foe casts a spell he suffers from exhaustion.
Hex siphon enchantment spell
inspiration magic
energy cost:
10 casting time:
1 recharge time:
10
for each hex you suffer you gain energy regeneration 1-3
Guise hex spell-
illusion magic
energy cost:
10 casting time:
1 recharge time:
10
for 8-18 seconds target foe only recieves 80%-50% benefit from healing and you get 20%-50% of the intended healing.
Spell dodger stance
unlinked
energy cost:
5 casting time:
½ recharge time:
8
for 10 seconds next time you would have been the target of an offensive spell or hex, random nearby creature is affected by the spell instead and spell dodger ends.
Deflect spell enchantment spell
domination
energy cost:
15 casting time:
1 recharge time:
20
for 8-18 seconds the next time target ally would have been the target of an offensive spell or hex, random nearby foe is affected by the spell instead. and deflect spell ends.
Warrior
Jaw Breaker attack skill
Strength
energy cost:
10 adren casting time:
½ recharge time:
N/a
disable all targets spells and shouts for 2-8 seconds, if target is casting a spell it is interupted.(50% chance failure with strength below 5)
Body shield skill
tactics
energy cost:
5 adren casting time:
½ recharge time:
N/A
for 5-10 seconds the next time you would have recieved a condition, random adjacent foe suffer that condition instead and body shield ends.
lucky blow attack skill
tactics
energy cost:
10 casting time:
½ recharge time:
8
ends all stances & preperations. this attack cannot miss, be evaded or blocked and has a 45%-90% chance of critical hit.
Ram Stance
tactics
energy cost:
5 casting time:
½ recharge time:
15
for 8-13 seconds you move 33%-50% faster, if you strike a foe, that foe takes +1-10 damage and is knocked down. all your non attack skills are disabled for 5 seconds.
Necromancer
Army of the dead spell
death magic
energy cost:
20 casting time:
3 recharge time:
20
sacrifice 10% max health, exploit all nearby(adjacent/small area) corpses to raise one lvl 0-5 bone minion for each corpse.
Raise Ally enchantment spell
death magic
energy cost:
20 casting time:
2 recharge time:
30
bring target touched ally back to life with full health and energy. that ally cannot block or evade attacks and skills take twice as long to recharge, but he takes 33%-50% less damage from attacks. after 60 seconds or if this enchantment is removed target ally dies, deaths while under the effect of "raise ally" does not incur any death penalty.
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I probably have some more....but can't come up with them right now. if you have any coments or questions feel free to ask and I'll do my best to clarify or tweak the skills.