Okay, my analysis of all the skills:
Active Skills:
*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 (PLV 2) (0 CD): None.
Definitely not worth an action at this point, since most monsters don't have relevant information and even if they did we don't really have relevant abilities to use the info, by the time scrying might be relevant the lvl2 should be available to most players
**Level 2 (PLV 4) (0 CD): Also gain initiative.
At this point, probably not worth one of the highest level players taking a turn off, by the time it becomes relevant this would be pretty good probably
*Speed Slash - Attack an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
Free damage, the best skill available
*Guard - Decreases damage taken from the next few attacks.
**Level 1 (PLV 3) (0 CD): Half damage from 1 attack.
Lose the group an action, would be useful for low HP players if it had initiative.
*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.
free damage, would be good if it wasn't strictly worse than quick slash 99% of the time due to longer CD, if it had the same CD as Quick Slash they'd both be situationally better
*Meditate - Spends time meditating to regain hitpoints and mana points.
**Level 1 (PLV 4) (7 CD): 1d2 hitpoints and 0 mana points.
problem is that it runs on the same CD as QS and DS so you'd give up using them to save this, would otherwise be situationally pretty good as an escape for a player at 1 HP
Passive Skills:
*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
nice small bonus, always good to help the players that get sucky rolls
*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns.
**Level 1 (PLV 4): 1 HP or lower.
Actually really powerful, probably too powerful? A player can go to 1 hp, do a free huge hit with DS and then get healed before the monsters can respond. Might be more balanced if it was a choice to use and prevented being healed for a time.
Spells:
*Symbiosis - Gives HP to an ally by taking damage. 75% of the damage you take (rounded up) is given to the target in the form of HP. One cannot give so much HP that they die from using this spell, and this spell cannot kill you.
**Level 1 (PLV 3) (1 MP): 2d3 damage taken.
Really bad unless used to bring a player from 1 HP to above 1 HP, the recent buff doesn't help.
*Fire - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
Way too weak, a normal attack vs defence hits harder than this, also only useful if you're the only person attacking otherwise the next player to hit it will trigger defence anyway. Would be situationally good (whenever you're the only person hitting an armoured enemy) if the damage was actually close to a basic attack.
*Examine Creature - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the monster's inventory.
**Level 1 (PLV 4) (1 MP): None.
I assume an upgrade to this will come that gives it initiative, basically the same thing as scry but slightly better at the cost of mana, though shouldn't the names be switched? Scry usually implies a spell while examine implies mundane investigation.
*Curse - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 2 rounds.
At best 4 points (2 attacks and 2 defends) worse than a basic attack at that level. At this level increasing the length wouldn't do much because most monsters die within 2 rounds of focussed attacks anyway.
*Bless - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 2 rounds.
Same as curse, but worse because the monsters aren't necessarily going to attack the buffed player, OTOH increasing the length would actually make this significantly better.