3.4.3 Spell Effects List - snip
A few suggestions.
Alteration: BendingStifling Inertia: Decrease melee attack speed and casting speed
Dampen Inertia: Increase melee attack speed and casting speed
Take out Animate Golem from Alteration: Bending. Doesn't seem to fit and perhaps could be an opportunity to implement a cross-school mechanic. This would mean that the golem would have to be a badazz.
Alteration: ReversalLevitation: I'm against levitation (probably one of the few), rather just keep feather and allow player to glide for a short period of time.
Kinetic Wall: Potential to be overpowered. Make it so there are two limiting factors implemented to keep it balanced.
A. As you already mentioned, allow it to be prematurely broken by a powerful enough force
and it can be broken before the duration runs out if the force thrown at it exceeds the caster’s skill and power
B. Very short duration, ie 2-3 seconds max. Introduces a twitch factor in the spell's usage...ie you cast it just before the spell hits you.
Also repeated usage will also drain your magicka reserves. The caster could wave their hand in an arc and the arc forms the Kinetic Wall.
Passwall: this spell looks like will be a headache for the devs to program encounters and levels around. Unless I am misunderstanding the spell, I think it should be removed from this list.
Alteration: CancellationShield: Needs a time limit in addition to the durability points you mentioned
Barrier Shape: Seems a bit redundant to Bound Item(s)...needs additional defining feature besides the lower difficulty / higher magicka cost. Perhaps since this is in the Cancellation subtype, consider adding these features in addition to what you mentioned.
A. Attacks and parries from the Barrier Objects have a chance to disrupt target's action (melee attack or spell cast)
B. Since objects are a 'physics manipulation' of sorts and not really physical objects, these objects have a greatly increased weapon speed or parrying speed. Since they are not true physical objects, they cannot be poisoned.
Elemental Shield: I think having one shield that covers you from all elemental types is a little unbalancing. I favor a shield spell for each specific elemental type.
Conjuration: SummonAnimate Golem: Yep, cross-school mechanic as mentioned before.
Conjuration: BanishIn general, I feel you are trying a little too much here in this subtype and adding too many dimensions to it. Keep it simple
Reject Daedra: Single target daedra removal
Banish Spirit: Single target spirit removal
Turn Undead: Area Effect spell, either undead 'die' or causes a 'fear' effect on those who were not 'killed'
If you want to push the boundaries of this subtype, consider
Fear: Makes humanoids run away from you
Emancipation: Your idea..but frees
any soul from enchanted item, not restricted to daedric souls
If you want to get even a little more expansive
Planar Anamoly: A slow moving void to another dimension travels some distance from caster. Any projectiles, physical or spell, that enter the path of the planar anamoly gets transported to another dimension. Larger objects such as humanoids or beasts are pushed aside (note...not knockdown,..but a knockback pushing them out of the way but they retain control of their character.)
Ok, that's part 1 of my critique. I'll look at the other schools in a near future post.