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Here are two more ideas, one of which I think I'll use and one of which I won't use.

1. Ignore the rules for optimal leveling. Your major skills should be skills you actually plan to use heavily, while your minor skills should be skills you plan to use reasonably often.

2. You must not use or train miscellaneous skills. What qualifies as a use could be debated: For instance, if Enchant is miscellaneous, I would allow the use of found magical items, but not allow enchanting them yourself, and possibly not allow using NPCs to enchant items. If a skill happens to level on its own without using it, that may be OK, but don't go out of your way to level them. For armor skills, you should only wear the armor appropriate to skills you've chosen as major or minor. The training rule is clearer: Paying a trainer to raise a miscellaneous skill is forbidden.
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Daishaclaire: I was mostly joking about getting murdered too hard.
:-)

I have not yet played a game where I was trying to get mysticism and / or alteration really high. I do use the spells Mark, Recall and Almsivi / Divine Intervention (mysticism) and Open, Levitate, Water Walking / Breathing, Jump and (sometimes) Feather (alteration), so these skills do go up - don't remember any values.
In a typical mage game, I would use mainly destruction and restauration, and, being a lazy guy, I tend to summon monsters and let them fight in my place, which gets conjuration up quite nicely during normal gameplay.
And talking about skill training: Guess what happens when you attack your summoned monsters yourself! :-)


dtgreene: This is another one of these self-defined rules: Don't fight yourself, summon monsters. I remember having played such a game, but I think there were a few occasions where I had to help my monster, and you have to run away from monsters occasionally to avoid getting hit (it's easier to play like this in Oblivion).
Post edited September 06, 2015 by Greywolf1
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Greywolf1: dtgreene: This is another one of these self-defined rules: Don't fight yourself, summon monsters. I remember having played such a game, but I think there were a few occasions where I had to help my monster, and you have to run away from monsters occasionally to avoid getting hit (it's easier to play like this in Oblivion).
I played both Morrowind and Oblivion with this ruleset. I called the character my Pokemon Master.
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Daishaclaire: I was mostly joking about getting murdered too hard.
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Greywolf1: :-)

I have not yet played a game where I was trying to get mysticism and / or alteration really high. I do use the spells Mark, Recall and Almsivi / Divine Intervention (mysticism) and Open, Levitate, Water Walking / Breathing, Jump and (sometimes) Feather (alteration), so these skills do go up - don't remember any values.
In a typical mage game, I would use mainly destruction and restauration, and, being a lazy guy, I tend to summon monsters and let them fight in my place, which gets conjuration up quite nicely during normal gameplay.
And talking about skill training: Guess what happens when you attack your summoned monsters yourself! :-)
Mysticism isn't that bad. Just buy the Righteousness spell (Absorb Health 10 points) and use it as your main offensive spell. You can then make more Absorb Health spells, which have the same cost and power as Damage Health spells but also heal you in the process.
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dtgreene: Mysticism isn't that bad. Just buy the Righteousness spell (Absorb Health 10 points) and use it as your main offensive spell. You can then make more Absorb Health spells, which have the same cost and power as Damage Health spells but also heal you in the process.
That's not a bad idea. I hadn't noticed absorb health was mysticism, I just naturally assumed destruction b/c direct damage.
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dtgreene: Mysticism isn't that bad. Just buy the Righteousness spell (Absorb Health 10 points) and use it as your main offensive spell. You can then make more Absorb Health spells, which have the same cost and power as Damage Health spells but also heal you in the process.
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Daishaclaire: That's not a bad idea. I hadn't noticed absorb health was mysticism, I just naturally assumed destruction b/c direct damage.
It's a Restoration spell/effect in Oblivion.
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dtgreene: Mysticism isn't that bad. Just buy the Righteousness spell (Absorb Health 10 points) and use it as your main offensive spell. You can then make more Absorb Health spells, which have the same cost and power as Damage Health spells but also heal you in the process.
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Daishaclaire: That's not a bad idea. I hadn't noticed absorb health was mysticism, I just naturally assumed destruction b/c direct damage.
Absorb Health's categorization hasn't been entirely consistent. In Oblivion, it's Restoration. In Daggerfall, it is apparently both Restoration and Destruction (it seems to use the lower skill). In Arena, IIRC, the effect costs half for Healers, but unlike other spells with that characteristic, Battlemages pay only the normal cost (not double). In Skyrim (where you can't get it on a spell due to no spellmaker), the effect is apparently classified as Destruction.

Morrowind is the oddball in this sense. It is neither Restoration nor Destruction, but Mysticism.