I tend to a view that fighting with mysticism requires a lot of commitment. Reflect, Reflect Spell, and Absorb require a ton of training and still cost a lot then. They are not useless at low magnitude but their strength is multiplicative as they approach 100%. But constant 100% Reflect would be the same cost as constant Restore Health 25/second. These effects are very strong but balanced out-of-reach to compensate.
Hand to hand compliments this, definitely. It requires nothing and advances linearly. If you intend to fight a lot as a mystic/monk sort of person, you will be more of a monk until you reach Master in mysticism. I like your idea for the tai-chi quality, turning the enemy's own strength against him. That's what mysticism does and why it
can shine in the late game, if you're willing to commit.
It's strange how completely different it was In Daggerfall. Thanks to Open and Recall, Mysticism was hard to do without, and the question was whether your thief or fighter character should be a purist or dabble in mysticism to help make things happen. There were a lot of other vital effects, many shifted to other schools after TES2. Most everyone used those effects unless they wanted life to be much more difficult. It didn't need much training at all.
In Morrowind, you could fight with mysticism more easily since Absorb Health was in the school.
The trickiest trick is absorbing your own telekinesis, I think. It requires lots of spell absorption gear and/or Atronach birthsign; I'd say it's something in between an exploit and the real, aforementioned "commitment."
At Master the cost of casting telekinesis is such that you absorb 5.0 mana for every 1.0 man spent on telekensis,
minus the cost of the effect (so 4.0 in practice).
As an example, http://imgur.com/S630VVG.jpg can be cast indefinitely and can be used in max difficulty to make everything else in the room very dead very quick. SRS BSNSS
The mechanics that 240-mana spell are as follows:
- Oblivion checks to see if caster has 240 mana when casting
- Once thrown, 300 magicka is instantly absorbed from the 60 magicka worth of telekinesis
- Cost of spell (240) is then deducted
If the caster has at least 240 magicka left, he can cast it again. And again.