I don't have a favorite, really, but here's an excerpt from
an awesome thread over at
The Giant in the Playground. The highlighted text really surprised me.
That being said, this quote I read
somewhere here makes one school sound fun: "I'm going to be a Transmuter. I can turn anything into anything else."
[sblock=Schools]
Abjuration: a lot of useful protections, and *dispel magic*. Can't give this one up.
Conjuration: Conjuration has, well, everything. Battlefield control, damage (with the Complete Arcane's Orb Of spells), the vital Teleport and Dimension Door, a bunch of utility...
Divination... you're not allowed to give up divination, and you'd be a fool to do so anyway.
Enchantment: enchantment has a bunch of nice save-or-lose spells, but between Illusion, Necromancy, and Transmutation, you have plenty of those anyway. Enchantment is a viable choice of banned school. Enchantment has a number of good spells, though, which are a pain to lose--Dominate and Charm, the Stern Reproof/Wrathful Castigation spells (save-or-loses with two saves per spell!), Freezing Glare (Frostburn), et cetera... however, it's nothing you can't make up for. Except Irresistible Dance, losing that sucks.
Evocation: Evocation is mostly direct damage, which makes it the sucky school. Important spells are Contingency and Wind Wall, which you can get through Greater Shadow Evocation and Shadow Evocation respectively. There are useful evocations, but not enough to make it anything but
the best choice of banned school.
Illusion: lose it and you lose Invisibility and Greater Invisibility. Plus, the Image spells are versatile if you have a good imagination, the Shadow Evocation spells compensate if you banned Evocation, Illusory Pit from Comp. Arcane is brilliant, Mirror Image is a great defensive spell... you can certainly give up illusion, but it'll hurt a bit.
Necromancy: Ray of Enfeeblement, Spectral Hand, False Life, Ray of Exhaustion, Enervation and Fear, Finger of Death, Clone, Wail of the Banshee... metamagicked Enervation in particular is a good tactic at higher levels. You can give this up, but it really hurts.
Transmutation: too many spells to give up, period. Specialize in this, don't lose it.
So, the three main candidates for being dropped are Evocation, Enchantment, and Illusion. You can't drop both Evocation and Illusion (no way of getting Contingency then) unless you have access to Craft Contingent Spell, and dropping both Enchantment and Illusion means that you have a lack of will-save-or-lose spells. That makes Evocation and Enchantment the natural choices for dropping if you have to drop two. Being a diviner means that you only have to drop one, so make it either Evocation or Illusion--probably evocation, since the only real reasons to take it (Contingency, Wind wall) are availible via illusion spells, albeit a bit later. Your focus has an effect--evocation has a little battlefield control, so a battlefield control wizard should dump enchantment, while a save-or-suck/lose/die focused wizard should drop evocation.
Thus, one should either be a Diviner who bans evocation or enchantment, or a Transmuter or Conjurer who bans evocation and enchantment.
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