Destruction
- Wind spells, weak to earth.
- Earth spells, weak to wind.
- Water spells, strong against fire, weak to shock.
- Holy/light spells. Stronger use against undead/dremora etc.
- Dark spells. Could work in a similar way to the skull of corruption.
- More aoe master spells such as hurricane, more master spells for each element. Flame storm for example, similar effect as lightning storm but with fire.
- Curses, damage over time spells.
- Disintegrate armor/weapon spells.
- Leech life, absorbs health from the enemy. Leech magicka, absorbs magicka from the enemy. Leech stamina, absorbs stamina from the enemy.
Alteration
- Waterwalking, the ability to walk over water surfaces as if it's ground.
- Feather, increases your carry capacity for a period of time.
- Flesh spells for other people, for use on followers etc. A mass flesh master spell could be used, giving ebonyflesh to all allies near you.
- Levitation.
- Open locks, with varying degrees of strength - novice, apprentice, adept, expert and master level spells for each lock.
- More detect spells, such as detect traps, treasure and magic source.
- Tracking spell, allowing you to track npcs on the map, it could give you a 30m radius in which the npc is located.
Illusion
- Control, you have the ability to control an enemy for a period of time, they won't attack you, will fight for you and you can give them commands like followers.
- Demoralise, the opposite of courage for use against enemies, weakens their health/stamina/magicka. Also stronger variants that affect melee damage etc.
- Immobilise, similar to the paralyse spell but it paralyses the body from within the mind.
- Soul vision, the ability to see through the enemies eyes, higher level spells will be able to control head movement etc. Possibly have a master level spell that allows you to control the enemy completely from a hidden position, so you can fight the enemy with someone else's body.
- Mass invisibility, invisibility spell for all allies close.
- Mass muffle, muffle for all allies close.
Conjuration
- Clone spell, creates a clone of you acting as a decoy for enemies attacks.
- Summon lesser familiar, apprentice level spell summoning a sabre cat.
- Summon greater familiar, adept level spell summoning a bear.
- Summon lich, expert level spell.
- Summon skeleton, novice level spell. Possibly higher level spells for stronger skeletons.
- Summon dwarven spectre, expert level spell.
- Summon dremora mage, adept level spell.
- Summon wraith, similar to ice wraiths you encounter but all three of the elements, apprentice level spells.
- Summon dragon priest, master level spell, not a thrall, just a normal summon for a base 60 seconds. Dual cast able like the alteration master spell 'dragonhide'.
- Dire zombie, master level spell that acts like dread zombie, but a higher level allowing you to raise draugr deathlords and other high level non-humans that dead thrall doesn't work on. 60 second base duration dual cast able.
Restoration
- Regeration, increased health regeneration, could have a few spells of varied strength.
- Mass regeneration, master spell, regeneration effect for all allies in the vicinity.
- Immense ward, expert level ward that gives you 100 base melee/magic shield.
- Resist magic/fire/shock etc spells.
- Dispel, removal of all positive effects. Used on enemies, removes effects like flesh spells.
- Fortify one hand, fortify archery, fortify two hand and fortify destruction (damage).
- Jump, increased jumping distance.
- Speed, a spell to boost your running speed.
- Spell absorption.
- Spell reflection.


