Are my three magic schools for a tabletop RPG too cliché?

Arcane

Specializes in Elemental magic and time manipulation.

Spells include: Fire Darts, Fireball, Mirror Image, Energy Negation, Sleep, Ice Orb, Ice Storm, Mist Form, Aqua Breath, Flood/Drown, Lightning Bolt, Chain Lightning, Time Stop, Haste, Mass Haste, Quick, Gust of Wind, Crush, Stone Skin, Telekinesis and more.

Divine

Specializes in manipulating Divine energies, such as Holy lights, Divine Shields, Healing, etc. Divine spellcasters must remain Good aligned at all times. If they lose Good alignment, they lose their Divine spellcasting abilities.

Spells include: Holy Lights, Divine Shield, Heal, Mass Heal, Divine Power, Holy Sword, Sacred Flame, Blessed Hammer, Raise, Divine Resistance and more

Shadow

Specializes in summoning creatures to fight for you, controlling negative energy, life stealing and manipulation, and teleportation between shadows, among other effects.

Spells include: Summon Skeletons, Drain Life, Mass Drain, Steal MP, Teleport, Mass Teleport, Shadow Merge, Invisibility, Mass Invisibility, Petrify and more.

I'll have lists eventually of about 20 to 25 spells of each school when I'm done designing this new skill scheme.

What do you think of these?

Are my three magic schools for a tabletop RPG too cliché?
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