I'm starting to come around to the idea of removing Battle Magic and Defensive Magic as abilities. It would make it easier to assign starting magic skills if you had to specifically put points into schools to get the ones you want.

I know that the starting magic spells are placeholders, because Teleport, Winterbreath, and Fireball are a little potent to start out with, and should require several points into those Abilities to be able to use.

Obviously, the one-turn cooldown spells should be the least powerful ones in the game. Poison Dart, Ice Shard, and Blitzbolt all fit, but Flare's multi-targeting ability doesn't match the others. I think that there should be two variations of Flare - the single-target, one-turn one, and the multi-shot one that takes more turns. ... Oh.... here's an idea: As Flare's projectiles increase, the number of turns it takes increases! EDIT: Maybe Flare is fine. It's good to have a variety in spell effects, rather than just the same color ball.

To help balance magic, It should probably cost you AP to switch the skills on the quickbar. Maybe half your maximum AP? Or make it simple and 2-4 AP per spell? Consider those skills the "memorized" ones. This will make proper skill selection

Scrolls AP should probably be increased to 3.