transmutation is a rather nifty school to get some spells from:
3rd level-
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Slow
Water Breathing
enchantment: hold person is a clasic
divination: clairaudiance/clairvoyance very helpful to see what is beyond the wooden door.
2nd level;
Alter Self: look like the enemy to sneak past
Bear’s Endurance: concentration checks
Bull’s Strength:Hauling out your unconciss meat shield
Cat’s Grace: A/C bonus!!
Darkvision: See 60 ft. in total darkness.
Fox’s Cunning: if you need help comprehending a scroll
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: great when dealing with another illusionist or with an enchanter
Rope Trick, Spider Climb, Whispering Wind: (Sends a short message 1 mile/level).
enchantment:
Touch of Idiocy: dealing with that pesky defensive wizard
divination:
See Invisibility
first level:
Magic Weapon-cast that on the meatshield's weapon to deal with the gargoyle
Expeditious Retreat-run aaway when a second gargoyle shows up
Jump-leap over the chasim with the broken bridge
Feather Fall-oops, a bit further then you can leap