Here is what I came up with so far:
http://www.ign.com/builds/the-elder-scrolls-5-skyrim?d=00000000000000000011000011111111000101111100000000000000000010110000000011131100035000111000000000000000000000000000000000000000000000000000000000511101
Conjuration:
Novice Conjuration (Pre-requisite perk)
Mystic Binding (Mandatory, Increases Damage of Bound Weapons)
Soul Stealer (Optional and Recommended, adds a Soul Trap effect to your weapons, making it so you never have to cast Soul Trap again.)
Oblivion Binding (Optional, Bound Weapons will banish summoned creatures and turn raises ones. Useful but not mandatory.)
Necomancy (Pre-requisite for Twin Souls. Greater Duration for reanimated undead.)
Dark Souls (Pre-requisite for Twin Souls. Reanimated undead have 100 more health.)
Twin Souls (Highly Recommended. Allows you to have two Atronachs or Undead. Applies to Dremora Lords as well.)
Illusion:
Novice Illusion (Pre-requisite perk.)
Illusion Dual-Casting (This effectively raises the level at which the spell will effect your enemy opponents. Extremely useful if you're able to find yourself dualcasting. If not, don't get it.
Hypnotic Gaze/Aspect of Terror/Rage (Mandatory if you want your Illusion Magic to scale properly as you level.)
Animage/Kindred Mage (See above.)
Quiet Casting (Optional but Recommended, if you sneak around at all, or you're sick of your spells catching enemy attention due to the noise, I recommend this highly. For one perk point, you can literally cast Invisible spells in front of enemies and they won't be alerted by the casting. Applies to all spell schools.)
Master of the Mind (Get this if you want your Illusion spells to work on Undead, Automatons, and Daedra. I recommend this as well.)
As you can see, Illusion needs alot to make it work, but it's very useful and worth it trust me.
Restoration:
Novice Restoration (Pre-req perk)
Regeneration (Recommended, makes all your spells heal 50% more. That Heal-Wound spell that heals 100? It now heals 150 for the same magicka. Adds up to alot of magicka saved.)
Necromage (Recommended as you fight alot of undead in this game.
ALL spells are more effective on Undead.)
Any more than these 3 spent in this tree is a waste and I highly recommend against it.
Alteration:
Novice Alteration (Pre-req)
Apprentice Alteration (Pre-req)
Mage Armor 3/3 (Highly recommended, it makes your mage armors three times as effective. Ebonyflesh gives you 100 armor normally? Well now it gives you 300. Awesome. Get it. However, the drawback is it requires you to use full cloth, you can't half-ass it and wear leather armor on your head or something. As I understand you're wearing Cloth so I would say this is mandatory, especially for higher difficulties.)
Magic Resistance ?/3 (Optional. You're a Breton so you already have 25% magic resistance. Cap is 85%. Figure out how you want to get the other 60%.)
The Lord Stone (Guardian Stone, 50 Armor and 25% Magic Resistance is almost mandatory and better than any other guardian stone out there. The armor helps you considering you use Cloth, and it effectively puts you at 50% resistance. Then there is a somewhat short, extremely easy quest in Riften Temple of Mara that gives a permanent buff that gives you 15% Resistance. So you're looking at 65% Magic Resistance. Now it's your choice where to get the last 20 from. Either this perk, or one enchant will do it.)
Adept Alteration/Dual Casting/Stability (Optional. Get these if you want your armors to last much longer, allowing you to cast less. I normally get these on a cloth wearing mage, as I seem to always forget to recast. But it's up to you.)
Enchanting:
Enchanter 5/5 (Mandatory)
Insightful Enchanter (Mandatory)
Corpus Enchanter (Mandatory)
Extra Effect (Mandatory)
Notice they're all mandatory. You need these 8 points minimum to make your enchants as strong as possible.
Alchemy:
5/5 Alchemist (Makes your potions/poisons stronger.)
Physician (Potions that heal Magicka/Health/Stamina 25% stronger.)
Benefactor (Potions that have beneficial effects are 25% stronger.)
Poisoner (Only get this if you're definitely serious about using poisons. Poisons you make are 25% stronger.)
Concentrated Poisons (Poisons applied to weapon last twice as many hits. Up to you if you want to spend a point.)
I highly recommend against spending any more than that. The perks that tell you extra ingredient effects are completely useless, unless you're playing barebones. Why? Because of this amazing page:http://skyrim.melian.cc/?cmd=cmdSkyrimAlchemyWizard Check it out, and follow it like a religion. It'll save you not only perk points, but alot of time.
Well, that's basically it. The rest of where you spend your perk points is pretty much up to you. I recommend either putting points into One-Handed for your Bound Swords, or Archery for your Bound Bow. There's alot of freedom and optional perks in this build. Also, remember to plan out what you're going to enchant on your clothes. I recommend something like this:
Head: Illusion Magic Cost -25% / Second Magic School of Choice (Up to you) -25%
Neck: Illusion Magic Cost -25% / Second School of Choice
Body: Illusion Magic Cost -25% / Second School of Choice
Ring: Illusion Magic Cost -25% / Second School of Choice
Hands: Fortify Magicka / Fortify Weapon (One-handed or Archery)
Feet: Fortify One-Handed (If using bound swords.) / Fortify Frost Resistance / Fortify Fire Resistance / Fortify Shock Resistance / Fortify Carry Weight / Muffle (up to you)
This effectively lowers your Illusion Magic cost to 0, which is very effective as your Master Spells are extremely good and you would be able to basically spam them and entirely manipulate the flows of battle.)
For the second school, I recommend either Alteration or Conjuration, or a mix of both if you don't want to abuse the 0 magicka cost spells. I recommend against Restoration enchants.
If you have any questions, ask them here and shoot me a PM and I'll re-check this thread out. Cheers.