Foreward: I am not too familiar with the lore of the elder scrolls universe, so I would greatly appreciate any comments that would help make this more lore friendly.
So, during the 2nd era, Vanus Galerion Founded the Mages guild, spreading the knowledge of the magical arts to the layman. Several Novices took interest of these arts during the time which the Vestige emerged. While the Vestige helps the mages guild in their quest line, they run across some of these novices, who ask the vestige for help with some experimentation. When the Vestige helps the novice, they gratefully share some of their knowledge of what they have been pursuing. This grants the Vestige access to one of the classifications of spells. These spells are not quite as powerful as a spell one would see from a person who spent years of their life practicing an art,nor as powerful as a spell cast with a staff to channel energy, but can be cast using any weapon setup.
Edit: discarded old version of the description
From what I know though, Lorewise, in the 2nd Era there were no schools of magick. However, I propose that this could be worked around by allowing scholars in the mages guild to have ‘Interests’ that they focus on. While Progressing through the mages guild, the Vestige would happen upon other guild members who ask for the Vestiges help in experimenting with something. In the Metagame, this ‘something’ will be what are later known as spells under a specific school of magick. These skills are separate from the Destruction and Restoration staff skill lines, and offer a way for the Vestige to obtain some effects known only to certain classes, or PvP content (I.E. Cloaking, Major Expedition, minor regens). These spells would be able to be used without a staff, and each respective ‘school’ would have passives (which only grant an effect with a respective skill slotted) available to unlock based on the skill level.
(Edit: still working on potential passives, Edit: each classification has two passives)
Spell 'Schools' consist of:
Alteration
Ultimate: Reduce the Costs of abilities for a short time
Morph 1:
Increase the Range and Size of abilities, but no longer reduces Cost
Morph 2:
Increases the Cost of abilities but also applies Empower on each ability
Skill 1: Player Shield
Morph 1:
Deals shock/Fire/Frost damage in a radius when the shield breaks
Morph 2:
Increases the damage absorbed by the shield at an increased cost.
Skill 2: Snares an enemy for a duration
Morph 1:
The snare duration is longer
Morph 2:
Now snare in an Area of effect
Skill 3: Major Expedition
Morph 1:
Increase the Duration at an Increased Cost
Morph 2:
Now also Increases Swim Speed
Skill 4: Minor Exhaustion (Increases stamina costs by 10%) applied to target
Morph 1:
Increases the stamina cost applied to the target, but reduces the duration
Morph 2:
Increases the duration but reduces the effect
Skill 5: Minor Disruption (Increases Magicka Costs by 10%) applied to target
Morph 1:
Increases the Magicka cost applied to the target, but reduces the duration
Morph 2:
Increases the duration but decreases the effect
Passive 1: reduces Stamina and Magicka costs with an Alteration ability slotted
Passive 2: increases the chance to force a lock by 5%-10% with an Alteration ability slotted
Conjuration
Ultimate: Summon a Sword and Board Xivilai whose attacks taunt targets
Morph 1:
Summon a dual wield Xivilai whose attacks apply minor vulnerability
Morph 2:
Summon a cauterizer who periodically casts healing spells
Skill 1: Summon Skeleton
Morph 1:
Summon venomous skeleton with reduced health that explodes when killed for [x] disease damage and applies the diseased status effect
Morph 2:
Summons a more powerful Bone colossus
Skill 2: Summon Zombie
Morph 1:
Summons a vengeful zombie with less health that leaves behind desecrated ground when killed that slows and damages enemies
Morph 2:
Summons two zombies that apply minor maim
Skill 3: Summon Ghost
Morph 1:
Summon a chilled ghost who periodically attacks with icy whirlwinds that damage and snare enemies
Morph 2:
Summon an ancient ghost that is more powerful (and Dunmer obviously)
Skill 4: Bound Weapon that gives minor brutality
Morph 1:
also gives minor savagery
Morph 2:
Increases light attack damage by 5%
Skill 5: Bound armor that gives minor Resolve and Ward
Morph 1:
Also applies minor Vitality while active
Morph 2:
Being attacked with melee attacks damages the attacker for [x] damage
Passive 1: Increase Max Health by 3% with a conjuration ability active
Passive 2: Increase Damage dealt to undead and Deadra by 5% with a Conjuration ability Slotted
Destruction
Ultimate: Deals [x] Cold Damage and snares for 2 seconds in an area, Then deals [x] Lightning Damage in an area, and then deals [x] Flame damage per second for 4 seconds in an area
Morph 1:
Enemies hit with the Cold damage have their stamina recovery reduced by 15% for 5 seconds, Lightning reduces Magicka regen by 15% for 5 seconds, Flame reduces Health recovery by 15% for 5 seconds.
Morph 2:
Becomes a Channeled Ability, Deals significantly more Lightning damage, and is centered on the player.
Skill 1: Engulfing Flames: Deals [x] Fire damage in a cone
Morph 1:
Deals Damage per second and can be held
Morph 2:
Reduces enemies health recovery by 15% for 5 seconds
Skill 2: Icy Blast: Ice spear that slows enemies
Morph 1:
Now Knocks enemies down
Morph 2:
Reduces enemies stamina recovery by 15% for 5 seconds
Skill 3: Lightning Surge: Deals [x] lightning damage in a radius
Morph 1:
Briefly Immobilizes enemies
Morph 2:
Reduces enemy magicka regen by 15% for 5 seconds
Skill 4 Elemental Weakness : Applies Major Breach for a medium duration
Morph 1:
Refreshes on hit
Morph 2:
Restores Magicka on hit
Skill 5 Corrode Armor : Applies Major Fracture for a medium duration
Morph 1:
Refreshes on hit
Morph 2:
Restores Health on hit
Passive 1: Increase the chance to apply status effects by 25%-50% with a Destruction skill slotted
Passive 2: With a Destruction spell slotted, dealing elemental damage applies minor breech to the enemy
Illusion
Ultimate: AoE Silence
Morph 1:
Now also Immobilizes effected enemies
Morph 2:
Increased Duration, Reduced Radius
Skill 1 Major Evasion
Morph 1:
Increased cost, Dodging grants Empower
Morph 2:
Increased Cost, Increases Duration
Skill 2 Rally: Increase hp regen by 15%
Morph 1:
Increases stamina regen by 15%
Morph 2:
Applies Minor berserk
Skill 3: Reveal: Reveals Stealthed enemies in a radius around you
Morph 1:
Increases Radius
Morph 2:
Increases Sneak Detection Radius
Skill 4 Chameleon : Reduced Detection range for a short duration
Morph 1:
Grants Minor Expedition
Morph 2:
Grants Major Evasion for 2 seconds after the effect ends
Skill 5 Paralyze : Stuns target for 2 seconds
Morph 1:
Stunned enemies take more damage
Morph 2:
Increases cost and significantly increases duration
Passive 1: Sell items for 5% more with an Illusion spell slotted
Passive 2: Gain Minor Evasion with an Illusion Spell Active
Mysticism
Ultimate:Clense : Remove all negative effects from you and prevent further applications for 6 seconds
Morph 1:
Can target One other person, but no longer prevents further applications
Morph 2:
Now removes only 2 negative effects but in a radius, and no longer prevents further applications.
Skill 1 Major Ward
Morph 1:
Also gain Major Resolve
Morph 2:
If damaged with magic while this skill is active, restore 60% of cost
Skill 2 Marks an enemy, enemy cannot enter stealth for a medium duration
Morph 1:
Also applies minor breach
Morph 2:
Reduces duration, but becomes an AoE
Skill 3 Reflect a Projectile in the next 6 seconds
Morph 1:
reflecting a projectile grants you empower
Morph 2:
Reduce duration to 2 seconds, but reflects 3 projectiles.
Skill 4 Reflect a melee attack in the next 6 seconds.
Morph 1:
If the attack is a heavy attack, the enemy is stunned
Morph 2:
Melee attacks dealt to you deal [x] physical damage to the attacker for the next 3 seconds
Skill 5 Can't think of a 5th one for mysticism. would love to add soul trap, but that's already in another category
Morph 1:
Morph 2:
Passive 1: Reduce Resurrection Time by 5%-10% with a Mysticism spell slotted
Passive 2: Reduce the duration of negative effects by 10% with a Mysticism skill active
Restoration
Ultimate: Self - Fortify Primary Stats
Morph 1:
Grants Minor Fortitude, Intellect, and Endurance for a medium duration
Morph 2:
Grants Minor Resolve and Minor Ward
Skill 1 Self DoT Heal
Morph 1:
grants Minor Endurance
Morph 2:
Grants Minor Intellect
Skill 2 Single Target Heal
Morph 1:
Heals you and Target for a reduced amount
Morph 2:
Now applies minor protection for a short duration
Skill 3 Drain Target Health
Morph 1:
Decrease Damage and Health Drained, but grants Major Endurance
Morph 2:
Decreases Damage and Health Drained, but grants Major Intellect
Skill 4 AoE Heal
Morph 1:
healing low health allies grants them Minor Fortitude
Morph 2:
healing allies grants them Minor Ward
Skill 5 Minor Mending + Minor Vitality for a medium duration
Morph 1:
Increases duration, but removes Minor Vitality bonus
Morph 2:
Grants Major Mending, but removes Minor Vitality
Passive 1: Increase Healing done by 4% with a Restoration Skill Slotted
Passive 2: Gain 4% increased Magicka, Stamina, and Health regen with a Restoration Skill active
Thoughts? Comments? Suggestions?