Mages in 'Oblivion' manipulate fate through sheer specialization, but it's a double-edged sword. Sure, locking down a school like Destruction or Mysticism makes you terrifyingly effective in that one area. You can decide a battle before it starts with a well-placed Weakness to Magic spell, or just trap a soul from a distance. But the system punishes you for branching out. My pure Illusionist couldn't light a candle with a Flames spell to save his life. Your fate becomes this hyper-focused lane, and straying from it feels like swimming upstream. The magic doesn't feel like limitless possibility; it feels like choosing your prison early and then decorating the walls.
That said, the real control comes from enchantment. Crafting your own gear with custom spell effects is where you truly write your own ticket. Need to be permanently invisible? Slap a Chameleon enchantment on enough items. Want to never run out of magicka? Fortify Intelligence and Willpower. The game's systems let you break its own rules if you know how to combine alchemy, enchanting, and spellmaking. My last character was essentially a god who never entered combat, just paralyzed everything and soul-trapped it from the shadows. Fate wasn't something that happened to him; he was the admin of the simulation.
But let's be real, most of my 'control' involved quick-saving before every sketchy summoning ritual or major spell purchase.