Trained to find the weakness of the foe, they can string high damage spells together much like an assassin would chain attack. They can also change the battle to their favor, making their spells more adaptable to the situation.
Attributes
Torture-Primary-Whenever target foe receives a condition it lasts 2% longer per attribute level and cannot be removed for 1 second for every 3 attribute levels. (any other effects still happen*)
Seals-no inherent effect blah blah blah. This attribute makes seal spells, which do a lot of damage based on conditions the opponent is undergoing, stronger.
Shields-no inherent effect blah blah blah. These help stop specialized damage to allies.
Encantations-you can maintain your encantations for 4% longer per attribute level. Encantations effect every ally or foe in the area.
*If target foe was suffering from bleeding, and a foe monk used Restore Condition, it would still heal for the indicated amount, it just would not cure them. Reapplying the same condition does NOT reset the 5 second time limit.
Weapons
Book: 10-20 (elemental) damage. (Torture, Encantation)
Shield: +7energy, +10 armor. (Shields)
Focus: +12 energy (Seals, Torture, Encantation)
(staves? naw...)
Books can attack from shortbow range. They are not projectiles, but autohitting damage. (thats why its lower... maybe more though

60 Base armor. 30 (armor base) energy.
Special Insignias/armor:
+10 armor while affected by an encantation.
+15 armor against foes suffering from a condition.