
|  kinevon | 
 
	
 
                
                
              
            
            Enchantment is nice, but there are whole classes of enemies it just won't affect. Conjuration, on the other hand, affects many targets that several schools of magic can't touch.
SR: No and no [Mind Affecting] tags make for a (much) larger target audience.
Grease is Conjuration, as well.
So is Glitterdust.
And, with one splat book, you can get some direct damage spells as a backup, Snowball and Flurry of Snowballs.

| DaemonArcher | 
 
	
 
                
                
              
            
            while the typical school for creating CC would be perhaps enchantment, illusion or even evocation what comes to mind when considering CC is how often does a wizard get to use his spells and in what situation. more often than not what's important to the wizard is his timing. What I'm talking about is his initiative. Going first also means casting crowd control spells first. I know it might not directly help you as divination isn't really the greatest school when it comes to putting a large group of monsters under your control, but I can assure you that the divination school's initiative bonus more than makes up for it when you want your spell to matter, as catching a group unawares and going first makes the world of a difference

| Bakutaku | 
Divination is awesome as long as you keep conjuration as an open school. You get psycho nuts initiative, you always act in surprise rounds and you get access to prescience which pretty much lets you know if you are gonna fail when you cast a spell (by prerolling the dice as a free action and choosing to use it; it is in the Foresight specialization school in the advanced players guide)

|  BartonOliver | 
 
	
 
                
                
              
            
            There are three real control classes in my opinion.
Enchantment - is probably the best at single target shut down control, however it also runs into the most immunity to the tactics.
Conjuration - Black Tentacles, pits, etc. Solid all around and far less immunity - biggest issue is a lot of things run into Size/CMD issues, but it works.
Necromancy - is probably the most overlooked but has a good bit of control via debuff. (Wall of Blindness/Deafness, waves of exhaustion/fatigue, Suffocation, Enervation/Energy Drain, (Hydrophobia in aquatic scenarios or versus alchemists) are some of the stand outs in my opinion)
Honorable mention - Illusion especially with some of the newer additions in things like Blood of Shadows, but immunity (True Seeing) is surprisingly common.

|  Murdock Mudeater | 
 
	
 
                
                
              
            
            Worth mentioning is that illusion is one of the stronger out of combat magics, especially for crowd control. Lots of things you can do with it by just changing what signs say or making doors look like walls.
But for battlefields, illusion becomes less impressive. It's one of those things where because they expect it, it is often less impressive.
I will make an honorable mention to using lesser illusions to "fake" Conjurations while in combat. Especially if you are using actual Conjurations too. Over the top illusions of summoned monsters become more reasonable if the first over the top summon is real.

| Rei | 
 
	
 
                
                
              
            
            Conjuration is pretty great for crowd control. Just be aware that some people hate pit spells - if the party can't do anything to the monsters in the pit, they end up standing around waiting for the pit to disappear in order to fight them. Plus they make maneuvering in tight spaces more difficult since part of the floor is now 10 ft./2 caster levels lower than the rest of it.

|  Muser | 
 
	
 
                
                
              
            
            Many conjurations run the risk of slowing combat down to a crawl. I got a necromancy focused caster and while panicking everyone is super effective it's also difficult to run for GM's(what happens when runners reach other encounters, what do they do after the panic is gone, etc). Illusions need a certain kind of flexibility from both ends of the table(shadows and phantasms are great though), e.g what counts as interaction, how do intelligent enemies react to imagined threats, use of Spellcraft vs. disbelieving, etc.
Personally, I'm one of those players who hate not getting to act in an encounter. For me like half the game is about building these chars and seeing them in action. Sitting on the sidelines kinda runs counter to that and frankly I've started to avoid certain parties/characters because of that.
In a nutshell, get ready to work with the table.
 
	
 
     
     
     
	
  
	
  
 
                
                 
	
  
	
  
	
  
	
  
	
 