Background
The Conduit, the only remaining worshipper of the Dark god of Water, Abaddon, is His living representative that channels His powers to deliver destruction to His enemies. Specializing in conjurations of horrors and dealing damage to foes around him, this servant of Abaddon is a powerful fighter on the battle.
New Concepts
Seal Spell
A Seal Spell is a spell which, upon casting, you teleport to a foe or ally
and affect all allies or foes around that ally or foe. It's a lot like Shadow
Stepping, except it costs more, has a longer casting time and helps or
hampers allies or foes in that area.
Horror Spell
Like a powerful hex spell, which requires you to sacrifice health to
adversely affect a foe. These spells can slowly gain in intensity over their
short durations.
Rage Points
Rage points are like adrenaline. You use them to boost the effectiveness
of your spells. You gain 1 Rage point for each offensive seal or horror spell
you cast.
Serenity Points
Like adrenaline, the good favour of Abaddon aids you in battle. For each
Rage point you use, you gain 2 Serenity points. Thus if you want to be a
supportive conduit, you must have atleast 1 damage dealing spell.
Water Damage
Is as it sounds. Water damage is elemental.
Equipment
Armor is 60 AL like any caster.
Weapons are wands and off-hands, like any other caster.
Energy is 30. Pips are 4.
Attributes
Abaddon's Favor- for each Rage point you lose or gain, you gain 1 energy at ranks 0 and above, 2 energy at ranks 6 and above, and 3 energy at ranks 9 and above. You gain half that amount for Serenity points.
Each time you cast an offensive Seal or Horror spell, you gain 3 Rage points.
Malevolence- No inherent effect. Many skills, especially Seal or Horror spells which hurt enemies and deal water damage, become more effective with this attribute.
Benevolence- No inherent effect. Many skills, especially Seal or Enchantment spells which aid you and your allies, become more effective with this attribute.
???- Does anyone have any suggestions for a 4th attribute? Please tell me if you can!

Skill examples
Please feel free to tell me if I should "nerf" these skills lol
All skill icons are a pallid bluish, greyish-black, with touches of bright blue here and there.
Abaddon's Favour
Torrential Wave[E]-15e,2.5c,30r
Elite Spell. All nearby foes are struck for 20...100 water damage and are knocked down.
Join Us!-15e,3c,40r
Spell. Target servant of Abaddon is bound to you and is allied to you for 5...10 seconds.
Scream of His Rage-10e,20r
Shout. You gain 1...4 Rage points.
Tranquility Beneath the Waves-10e,20r
Shout. You gain 2...8 Serenity points.
Malevolence
Screams from Within-15e,1.5c,15r
Horror Spell. Lose all Rage points. Target foe hears the Screams from Within. For each Rage point lost, that foe experiences -1 health degeneration (maximum -7 health degeneration). This Horror spell lasts for 2...4 seconds for each Rage point lost (maximum 10 seconds).
Creeping Insanity-10e,1c,10r
Horror Spell. Lose all Rage points. Creeping Insanity causes the affected foe to cast spells 5% slower for each Rage point lost (maximum 65%).
Seal of the Waves[E]-5e,2c,30r
Elite Seal Spell. Teleport to target foe and deal 10...30 water damage for each Rage point you have (maximum 50...120 water damage).
Seal of the Storm-10e,1c,20r
Seal Spell. Lose 3...5 Rage points. All foes in the area are struck for 10...20 water damage for each Rage point lost.
Fleeting Impressions-5e,1c
Horror Spell. Target foe takes 1...10 water damage each second for 5...10 seconds. Each time that foe takes damage, you gain one Rage point.
Benevolence
Shores of Salvation[E]-10e,2c,30r
Seal Spell. Teleport to target other ally and lose all Serenity points. You and all nearby allies are healed for 10...30 health for each Serenity point lost (maximum 50...120 health)
Waves of Tranquility-15e,1.5c,20r
Seal Spell. Teleport to target ally and lose 3...5 Serenity points. That ally experiences +2 health regeneration for 1...3 seconds for each Serenity point lost.
Treasure of the Seas-5e,1c
Enchantment Spell. You lose all Serenity points. Target ally gains 1...5 health each second. This enchantment lasts for 1 second for each Serenity point lost. You gain 1 serenity point each time that ally gains health.
Gift of Pearls-5e,1c,3r
Seal Spell. All your Benevolence spells are disabled for 10...5 seconds. Teleport to target other ally. You and that ally are both healed for 10...20 for each Serenity point you have.
(note: this spell is also disabled for the specified time)
PLEASE no flaming (though no one really does). Please suggest a fourth attribute and give some constructive critcism! thanx!