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Or since you said no cheese; during actual gameplay just keep casting damaging spells at enemies, and when traveling just keep casting the low cost spell. Maybe take some levels in destruction training.
Like I said, every time I encounter an enemy, I've been exclusively using Destructive Magic, namely "Weak Fire Ball" because that's the most powerful spell I have obtained by progressing the Mage Guild quest line. I don't know if buying/using more powerful spells would give the skill more experience per kill, but I figured it would actually be better to use weak spells since it seems to grant XP per hit as opposed to per kill, ergo I presume that more hits = more XP per enemy defeated, and I don't want to waste gold on mediocre spells when I can save up for when I've completed Advancing my Mage Guild Rank.
On the other hand, magicka regenerates automatically in Oblivion. Which means that you can cast spells almost constantly, if you want. Like others have said, casting a Destruction spell on your character is probably the easiest and quickest (but also boring, I suppose) way to get the skill up.
You can use trainers, too, if you can pay them - but you don't "absolutely need" them (I never used a trainer in all the years I played Oblivion).
The main question (in my opinion) is what kind of character you want to play. If Destruction is among the skills which are most important for your character, make it a major skill for your character, and you will start the game with a character whose Destruction skill is above Novice from the beginning. If you play a character for whom Destruction is important, but you haven't made it a major skill, you'll have to accept that increasing the skill will take time initially.
I've been using snowball for the majority of my novice time, switching to flare only for enemies that are resistant against cold damage.
With that said, casting Magicka efficient but relatively small damage spells on enemies (so you get more casts per enemy) will yield more XP per encounter.
It's not organic, but you can make training spells like others have suggested to fill in the gaps. Not sure why people make spells that damage themselves, a drain skill or attribute or weakness to (whatever) for 1s on self will work all the same and not require healing.
If you made destruction a major skill, itll rase a lot faster, if you specialized in magic, it'll raise slightly faster, and if you did both itll give you slightly more than double XP.
If you did none of these things, choosing destruction skill as a non specialized, minor skill, as your main source of damage was probably a mistake.
Making a couple grand destruction enchantments will help with Magicka cost (but not allow you to use higher tier spells till you reach the actual level) if it helps.
Also, it isn't clear that Snowball (Frost Damage 10 points on Target) is actually a 'stronger' spell than Weak Fireball (Fire Damage 5 points in 5 feet for 3 seconds on Target), especially if we aren't accounting for practical considerations like area-of-effect frequently being of little to no value (particularly when the AoE is as small as Weak Fireball's) or damage-over-time effects often being substantially worse in practice than in theory since lingering effects of a spell or enchantment get overwritten when the spell/enchantment is re-applied to the target.
The Weak Fireball spell that you're given as part of the Skingrad Recommendation quest is actually significantly under-costed, at least according to the spell cost formula that the game uses for custom spells; if I recall correctly it's a bit less than 50% of the magicka cost of an identical custom spell.