Hmmm, they threw me a dummy tack.
Flare is StandardFireDamageTarget1Novice, changed that from 6 points fire damage on target to restore fatigue 1 point on self. Still a spell but a useless one.
Then found;
StandardRestoreHealth1Novice - labeled as Heal Minor Wounds
Did the same to that, but when I tested in game it healed wounds same as before? Egad, Watson, here we have;
DefaultPlayerSpell - also labeled as Heal Minor Wounds, apparently that's the one the player gets. Change that to restore fatigue self 1 point and the player is dependent on healing potions until he buys a healing spell.
While I was at it I made a custom race based on the Breton, with the Breton's increased magika and resistance, but with all the skill bonuses changed to non magical stuff like blade, marksman, sneak etc. Then created a custom class with intelligence and willpower as the favored attributes and magic as the specialty, but no magic skills, all combat and stealth. That results in a base of 25 for all the combat and stealth skills plus the race bonuses, with 10 points for each of the starting magic skills. This guy will have to join the mages guild and work his way up, so I also edited the game settings to change iTrainingSkills from 5 to 90. Should make for some interesting gameplay, he can train up to 90 times per level and none of the magic skills will contribute to leveling up, but he will need to fight with sword and bow to earn enough money to pay for the training. Sorry, no gifts from Mama, you want magic you're gonna have to work for it.
This wouldn't have worked in the previous three games, as I recall you had to have minimum numbers in the favored attributes and skills or they wouldn't take you. Oblivion mages and fighters guilds ain't fussy, they'll take anybody.