Mercule
Adventurer
The Souljourner said:Maybe even having evocation as my barred school (gasp!). Wonder if that's truly a viable build (i.e. won't hamstring me in day-to-day D&D fights)
Quite viable. I played a sorcerer who had no direct combat spells -- and no Evocations. He specialized in Transmutation spells that effected inanimate objects (Reduce, Shrink Item, Creation, Fabricate, etc.). Actually, Shrink Item was his signature spell and he had three versions of it, including a 5th level version that was basically Permanency + Shrink Item. And his items turned to cards, not cloth, so he had his pockets stuffed with decks of objects.

On the topic of altering spells/effects, I had a player in my 1E game, many years ago, who had everyone convinced he was a full-on lich, even though he was a 2nd level Death Master (from Dragon). His big thing was standing behind people and chucking flasks of alchemist's fire over their heads. He just kept telling me, "I throw a ball of fire," and I'd roll damage for him.
Try any specialist and play to type. Also, ask yourself why your character chose to specialize. If he's an Enchanter, is it because he's naturally charismatic and he just "fell into it" or is it because he's an ugly SOB who's looking for a way to compensate? Etc.
A concept I've been wanting to try almost since 3E came out, and doubt I'll get the chance is the "puzzle solver". His schtick is just trying to figure things out, mundane or magical. He's a Diviner/Rogue. He's not much on the stealth side of things (scholar, not spy), but he's got a lock on all the mechanical rogue skills, as well as some engineering. He learns magic because Divination is just too useful for putting the pieces together. Feel free to swipe the concept if you like it.