No whips, but...
UO Skill Selection is free-form. you can take however many skills you want, as long as they total 700 or less for a new account, with each 12 months giving you another 5 points to the cap for the first 4 years (to 720 at 48+ months). Plus, skill points from equipment don't count toward the cap (so some people can squeeze 800+ points into a template). Skills can go up to 100 by default, with scrolls existing that can raise the caps on about 2/3 of them to 120.
Healing and combat spells can be found in the same spell skill trees (either Magery or Mysticism - and some put both skills on the same caster). Inscription lets you craft spellbooks, and Fishing can be taken by anyone.
Matter of fact, my primary spellcaster is
120 Magery
120 Mysticism (105, with a +15 ring)
120 Fishing
120 Focus (the mysticism support skill for spell effectiveness, and also boosts mana regen)
120 Evaluate Intelligence (the magery support skill)
100 Inscription (also boosts spell damage output, as well as crafting spellbooks and scrolls)
35 Meditation (the skill for pure mana regeneration, requires light armor or mage armor on heavier items, to work)
A crafter gets a bit more complicated. There's too many crafting skills to put on one character, these days.
Only three of them can be powerscrolled to a 120 cap (and the powerscrolls can be gotten through skill use with Bulk Order Deeds), though, so fitting stuff isn't as hard as it could be.
Inscription- As noted above - makes spellbooks, scrolls and a few other paper-related or writing-related items. At high skill level (and high skill in the related casting skills) can make spellbooks with additional properties (skill bonuses, casting modifiers, spell damage, etc.)
Cooking - make food for decoration and for your own special events in game (bake your own cakes, and have them decorated with your own message), and even make magical foods with special ingredients and sufficient skill
Blacksmith - Craft most metal weapons and armor (can be scrolled to 120)
Tinker - Make most of the tools needed for normal crafting out of metal & wood. Some weapons and magical jewelry as well.
Tailor - make cloth and leather clothes and armor (the other pure crafting skill that can be scrolled to 120).
Alchemy - make potions, and at 100 skill, can learn to make glass items.
Bowcrafting/Fletching - the ability to make bows, crossbows, and ammunition.
Carpentry - make furniture, wood armor, and a number of items used by other skills (crafting and others). At 100, one can learn how to work stone. The problem with Carpentry is that most items that are to be used with another skill require that another skill also be possessed to make them. For example, forges and anvils require blacksmithing, Looms, spinning wheels, some furniture and even fishing poles (because of the line) require tailor, and other stuff requires magery,tinkering, cooking, etc.
Note that the skills that can use special materials can either use them in crafting the items, or enhance the items after crafting (or finding such items as loot) with those materials (but with a substantial chance of destroying the item in enhancement)
Mining - Mine Ore, turn ore into ingots for other crafters to use. Once at 100 Mining, can expand the skill to mine stone, gems and sand for other crafting skills.
Lumberjacking - Harvest logs for carpenters and fletchers, and at 100 skill, also get ingredients from the trees for Imbuers (and special recipes used by tinkers, smiths, and fletchers)
Arms Lore - crafting support skill that raises the additional resists add to exceptionally crafted armors during crafting, and extra damage increase to exceptionally crafted weapons.
Imbuing (can be taken to 120 with scrolls) - While you can get runic tools for crafting smith, tailor, fletching, carpenter wood & stone items with random properties from BODs or quests, they are very random indeed. Imbuing lets you use special ingredients and gems to add specific properties to items that have room for them. It also includes a process called "Reforging", which requires a Soulforge and runic crafting tools, where you make a non-magical item with normal tools and base materials, then use the runic tool ON the item at the soulforge, to use multiple runic charges to make a more guided (but still partly random) change to it, often with potential properties being much higher than on normal loot or from normal crafting. Imbued items have a limited durability, as do reforged items made using certain boosts chosen in the reforging process, while conventionally crafted runic items (and some reforged items) do not (and can have their durabilities raised with a smith reward), and can have total intensities higher than imbuing (but not as high as reforging).
Imbuing/Reforging has become the most important crafting skill, but it's important to start out with exceptional items with maximum arms lore benefits when you do use it, and the tools for reforging come from use of the other skills. Typically, persons really into crafting will have the skills spread over 2 characters, with magery on both for transport and defense - and possibly have the Mining and/or Lumberjacking on non-crafters (as Lumberjacking also gives a damage bonus when using axes).