So here are a few ideas. I really didnt take very long to think too hard on balance, so feel free to rip them apart. Non-constructive criticism ( AKA "Lol that skill sukz n00b /uninstal nao ) will be ignored.
Comments in I
DOMINATION:
[ELITE]Psionic Gaze
Cost: 5e
Time: 2S
Recharge: 15S
Elite Spell: Target foe takes 15..40..45 chaos damage. You Gain 1...3..4 energy for each mesmer hex on that foe. ( Maximum 15 energy )
I thought it would be interesting for mesmers to have a way to manage energy without inspiration magic. Most of the other classes are gaining versatility with e-management being added to differant attributes, but the mesmer has been largely unloved in this movement.
TimeShock
Cost: 10e
Time: 2S
Recharge: 15S
Hex spell: For 2...5..7 seconds target hexed foe moves 50% faster. When Timeshock ends, that foe returns to the location where they were first hexed with timeshock and knocked down.
Two things guild wars needs more of: a way to affect your foes movement in a way differant then just stopping them, and 2: Skills that force your oppenent to make split more second decisions.
[ELITE] Epilepsy
Cost: 5e
Time: 2S
Recharge: 18S
Elite Hex spell: For 15 Seconds, One random skill skill on target hexed foe is disabled for 3 seconds every 9...6..5 seconds.
I admit this might be OP in some cases, but it would be hilarious...
Madness
Cost: 10
Time: 2
Recharge: 15
Hex spell: for 1.2..3 seconds, whenever target hexed foe attacks, all hexes on that foe other then madness are refreshed.
Sins who attack through Spirit of failure and reckless haste need to learn some way or another...
[ELITE] Reversal of peace
Cost: 10
Time: 1
Recharge: 12
Elite Hex spell. For 6 Seconds, the next time target hexed foe is healed, that foe only gains 33% of the health benefit and takes 15...40...55 chaos damage.
An interesting hex to spike with, might be OP. Personally Ive wanted to see what will happen to the metagame if anti-healing is improved. Currently most anti healing skills are only used in gimmick builds, the idea here is to change that.
ILLUSSION:
Facade
Cost: 5
Time: 1
Recharge: 3
Hex spell: For 20 seconds, this hex does nothing. If facade is removed prematurely by an ally of target hexed foe, then your target becomes dazed for 1...2..3 seconds.
Really just an alternative to going me/n for parsitic as a Quick cover hex. Ive always thought it would be interesting to have a mesmer hex that serves only that purpose.
[ELITE] Venom
Cost: 10
Time: 2
Recharge: 20
Elite Hex spell: For 30 Seconds, target hexed foe Randomly suffers from Bleeding, weakness, deep wound, or blindness for 1...7..9 seconds, every 10 seconds.
May add more to fragspike, but mainly just an interesting alternative to pressurebuilds.
Ping
Cost: 5
Time: 1
Recharge: 8
Spell: Target foe and all adjacent foes Take 2...18..25 Chaos damage. If this spell damages a foe who is sufering from at least two condition's, you gain 5 energy and ping recharges instantly.
the idea here would be more for PvE.
Flash of midnight
Cost: 15
Time: 1/4
Recharge: 12
Spell: All enemy skills and spells being cast on target other ally are interrupted. Each foe interrupted this way becomes blinded for 1..6..8 seconds. All your other spells are disabled for 5 seconds.
Needs moar anti-spike

INSPIRATION:
[ELITE] Mug Enchantment
Cost: 5e
Time: 1/4
Recharge: 10
Elite spell. If target foe is casting an enchantment spell, that foe is interrupted and You become enchanted with mug enchantment and gain +8 Health regeneration and +30 Armor for 2....13..15 seconds.
Opposition to SOR
Signet of hexes:
Time: 2
Recharge: 25
Signet. Gain 3 energy for each Recharging hex spell.
( Maximum 1...10..15 energy )
Really just trying to add more options for emanagement to the mesmer line...that dont fail
Inspired condition:
Cost: 5
Time: 1
Recharge: 20
Spell. Remove a condition from target ally and gain 1..7...10 energy. For 20 Seconds, your next spell that targets a foe inflicts weakness for 1..7...10 seconds.
The last inspired..lolz.
NO ATTRIBUTE:
Contemplation of insanity:
Cost: 10
Time: 1/2
Recharge: 15
Spell: One random recharging spell is instantly recharged. This spell fails if you have less then 2 spells recharging.
The reason for making it conditional is so people cant just have one spell ( the one they want ) recharged