Overall, in response to the many responses in this thread, I think some of you are bald face liars, and some of you have figured out how to make it work well for you, which with my mage I definitely did not. One other caveat, I did *not* do anything with conjuration at all, as my character's "story" is that he was Nord, having lived in Cyrodiil [sic] for a long time and now returning home, knows that Nords by and large still hate magic and still carried his own prejudices against summoning for that reason, and so would not insult his countrymen by summoning.
Of course your magician setup is destined to fail. Do not blame the developers or other gamers for your fail fit setup. Behind Orcs, Nords are the second least magically suited race in the TES fantasy world. If you want to impose your own limitations on your game play, such as the above bit of fan fiction suggests, that is great and I wish you the best of luck with it. You do have a responsibility to yourself to accept the fact that you are intentionally working against the game's intentional framework (which is a valid way to play if you're looking for role-playing immersion and increased difficulty), and it is outright daft to start complaining when your intended setup collapses upon itself. Maybe you should conclude that your obstinate Nord novice was simply not cut out to survive in the harsh wintery world of Skyrim, and let the next death be his "true death". In other words, throw him to the junk pile and start anew.
There are three races that traditionally lend themselves to magic in TES: Altmer, Breton, and Dunmer. My Breton wizard has been chilling, roasting, and shocking his way across Skyrim; and I am constantly changing spells to keep from getting murdered by baddies. You also (ideally) have to plan on how you're going to enter into a fight before it actually happens as a wizard, and not be afraid to fall back on something else (I keep a Steel Dagger) in a real crunch. If you're not going to use Conjuration, which is making your hard setup even harder (but that's your choice), make sure you have a mercenary tagging along that can take away some of the aggression. There are plenty of ways to make a very effective and powerful Mage in TES V -- start getting creative.
I have played "pure" wizard characters since Morrowind, and I recall how annoying it was when Oblivion cut out a great number of spells (losing Levitation made me very sad). A number of people have mocked Water Walking on this thread, but I can also say that this was another one of those heavily used spells I relied upon which I will now have to give up. Of course, people exploited Levitation so that they never needed to walk anywhere and could avoid any nasty NPC encounters between caves (for those of you who do not know, fast travel was introduced with Oblivion; and one of the biggest annoyances -- besides Cliffracers --- was getting ambushed by some NPC death squad 15 seconds away from your Quest location after spending 45 minutes trekking through the wilderness and needing to do it all over again). Water Walking allowed me to move quickly on the water routes if I wanted to skirt an area in likewise fashion. Aside from an official complaint by the Vatican or the lobby group Catholic Gamers for Holy Christ, I'm not sure why it would have been pulled out ....