Rextoret - Are you talking about some sort of... level up system? Cause I feel like that'd be too much.
Wolfbane - The fact that you're even asking if all of the points have to be used makes me think the 10 is too much...
Oh, perhaps if I mix perks with the point system...!
For example..
3 Weapon Points
10 Spell Points
2 Spell Points = 1 Weapon Point Conversion
Default Spell Cost
Novice - 2 Points
Apprentice - 4 Points
Adept - 6 Points
Expert - 8 Points
Master - 10 Points
Now, say you want the spell Flame Cloak, which is an Adept level Destruction spell. That means it would cost you 6 of your 10 Spell Points. However, if you invest in the 'Adept Destruction' perk, it'd cut the cost in half to 3. Same if you go for Lightning Storm (Master Destruction), it'd cost 10 Points unless you have the 'Master Destruction' perk, then it'd only cost 5.
Alternate idea...
Each such perk reduces the cost of all spells in that school by one. So say you want Lightning Storm. No perks in Destruction makes it cost 10 Points. If you get 'Novice Destruction', it costs 9. 'Apprentice Destruction'? 8. And so on until 'Master Destruction', which reduces it to 5. Likewise, if you take 'Novice Destruction', all Apprentice level spells only cost 3 points. So getting 'Master [School]' would reduce all point costs to...
Novice - 1 Point
Apprentice - 1 Point
Adept - 1 Point
Expert - 3 Points
Master - 5 Points
Perhaps I should also add some sort of... Health/Magicka/Stamina slider to better gauge if someone is power playing by taking too many hits, casting too many powerful spells, or not getting fatigued fast enough. Something like below would be a character that is predominantly HP and Stamina with very little magicka. I would expect this character of being able to do feats like limp away with an arrow in his knee, run for long distances/parkour, and be able to cast basic spells outside combat.
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