"
Vampire the masquerade" by White Wolf, is a table+dices role playing game, with a lot of magic skills for vampires, maybe their books
can be used for inspiration. "Magic schools" are refered as 'disciplines' on that game, tons of them with different levels.
Each vampiric house has some drawbacks too.
Random ideas:
resistence to all elements except fire & holy.
extra damage from fire & holy.
inmune to magic healing & potions.
damage from normal hits reduced.
A small proc to lose all HP when hit by a wood arrow.
A 'drain blood' skill, that deals low damage but replenishes TP (blood reserves).
Maybe usable on party members on a emergency?

Then you can use that TP as 'blood points' for other vampiric skills.
When the vampire has no blood reserves, only can cast 'drain blood'.
Skill ideas (that require blood):
Bat form: less % to get hit, but reduces damage done and max HP.
Fog form: inmune to damage, but cannot attack. Casting returns to normal form.
Domination / mesmerize: ???
Regenerate: reduces blood reserves, and heals himself.
Vampire strike I: Like a normal hit, but reduces blood reserves, and ensures +x damage
Vampire strike II: Like the previous, bigger cost, bigger damage.
Vampire strike III: And so on...
Celerity (from vampire game mentioned) allows to make 2 actions at the cost of blood
reserves. Example:
Celerity I -> 1 blood point
Now you have two turns:
Vampire strike-> 1 blood point.
Fog form-> 1 blood point.
(that allows to atack, an then go to a inmune to damage form at the cost
or three blood points.)
Roleplaying:
positive bonus on combats on night maps.
negative bonus on combats on maps with solar light.
Cannot enter sacred places (churches, graveyards, etc...)
Cannot use food & water (vampires go for blood only)
Needs to be invited to enter other people houses.
Cannot cross a river?
