GOAL: Be a Wizard grappler, but get into group buffing ASAP with War Weaver. Losing casting progression at War Weaver1 -hurts-, but being able to buff the group with one spell and one action (like with the animal buffs, Levitate, Displacement, and Polymorph) makes up for it in the long term and a bit in the short term.
This build assumes no Persistent Spell, but that feat is an obvious choice if you can get it and spread the day-long buffs via tapestry. You also need a bonus feat at level 1, so Human it probably is!
I opposed Necromancy since
shivering touch is banned for me in this game and the main reason I'd keep Necromancy.
Transmuter3/War Weaver5/Incantatrix4/Master Transmuter1/Incantatrix+6/Whatever1
1: {Aggressive}, {Murky-Eyed}, {Shaky}, {Spellgifted: Transmutation}
1: Collegiate Wizard, Enlarge Spell, [Improved Grapple], Improved Unarmed Strike, [Oppose Enchantment & Necromancy], Practiced Spellcaster: Wizard, [Summon Familiar: Octopus]
3: Sanctum Spell
4: [Eldritch Tapestry I], LOST CASTER LEVEL!
5: [Eldritch Tapestry II], [Quiescient Weaving I]
6: [Eldritch Tapestry III], Iron Will, [Quiescient Weaving II]
7: [Eldritch Tapestry IV], [Quiescient Weaving III]
8: [Eldritch Tapestry V], [Enlarged Weave], [Quiescient Weaving IV]
9: [Extend Spell], Reserves of Strength, [Oppose Illusion]
10: [COOPERATIVE METAMAGIC!]
11: {METAMAGIC EFFECT!]
12: [Chain Spell], Improved Initiative
13: [Skill Focus: Spellcraft]
14: [Metamagic Spell Trigger]
15: [Seize Concentration], -=FEAT=-
16: [Easy Metamagic: Chain Spell], [Instant Metamagic 1/day]
17: [Snatch Spell]
18: [Instant Metamagic 2/day], -=FEAT=-
19: [Easy Metamagic: Chain Spell OR Easy Metamagic: Quicken Spell OR Quicken Spell], [Improved Metamagic!]
20: Whatever
-=FEAT POOL=-
-Ability Enhancer
-Extraordinary Concentration
-Extraordinary Spell Aim
-Metamagic School Focus: Abjuration/Evocation/Transmutation
-Reserves of Strength
-=EXPLANATIONS=-
-+Traits+-
-Spellgifted: +1 caster level (Unearthed Arcana)
-+Feats in Order of Acquisition+-
-Collegiate Wizard: Doubles the amount of free Wizard spells per level. (Complete Arcane 181 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Collegiate_Wizard)
-Enlarge Spell: Totally a prerequisite for War Weaver which I don't plan to use otherwise.
-Practiced Spellcaster: Makes up for lost caster levels from Spellgifted and War Weaver. Doesn't make up for lost casting progression at War Weaver1. (Complete Arcane 82 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Practiced_Spellcaster)
-Sanctum Spell: Allows me to enter War Weaver at level 4, and lets me use up to level 6 spells via my Eldritch Tapestry. Inside my sanctum ('home' or 'base'), any Sanctum Spell I cast is treated as 1 level higher than normal in all regards. Outside my sanctum, any Sanctum Spell is treated as 1 level lower than normal in all regards. (Complete Arcane 82 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Sanctum_Spell)
-Iron Will: Prereq for Incantatrix. Also, minor protection vs. Umber Hulks.
-Chain Spell (+3 slot levels): Mostly to buff the party with Greater Magic Weapon. (Complete Arcane 76 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Chain_Spell)
-Reserves of Strength: I increase my caster level by 1, 2, or 3 for a spell but am Stunned for that many rounds immediately after casting. I can also exceed caster level caps by this amount, such as generating 1 more image with Mirror Image by using +3 CL via this feat. (Dragonlance Campaign Setting 85 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Reserves_of_Strength)
-Improved Initiative: Going first is good.
-Easy Metamagic: Reduces the slot level of a 1 metamagic feat by 1, minimum +1. ("Dragon" 325 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Easy_Metamagic)
-Quicken Spell (+4 slot levels): I'm sure I can find a use for more spells per round.
-Ability Enhancer: Spells and effects that give a bonus to an ability score (like Bull's Strength or Draconic Polymorph) give +2 more. ("Dragon" 325" and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Ability_Enhancer)
-Extraordinary Concentration: I can maintain concentration as a move action instead of a standard action and can concentrate on spells while doing other things. Mostly useful for Summon Elemental Monolith (Complete Arcane 124) and Silent Image/Major Image. (Complete Adventurer 109 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Extraordinary_Concentration)
-Extraordinary Spell Aim: I can exclude 1 creature from an area spell. (Complete Arcane 109 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Extraordinary_Spell_Aim)
-Metamagic School Focus: Reduces the slot increase for metamagic by 3 levels per day. (Complete Mage 45 and
http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Metamagic_School_Focus)
-+Classes+-
-Wizard (Transmuter): I like Wizards and most buff spells I plan to use are Transmutation.
-War Weaver: Cast one buff spell and have it apply to the entire party. Later, I can have spells remain dormant and release all of them as a move action. (Heroes of Battle 112)
-Incantatrix: Bonus metamagic feats are helpful. Being able to apply my metamagic feats (mostly Extend Spell) to others' spells as they're being cast, and to spells already cast without increasing the slot level is wonderful! Without Persistent Spell, there's less need to send dispellers after us, though we will still be plenty potent. Finally, taking all 10 levels in this build qualifies me for Epic Incantatrix should we hit epic levels.
-Master Specialist (Transmutation): It's a one-level dip for Skill Focus: Spellcraft. (Complete Mage 70)