Gray Elf or
Fire Elf,
Martial Wizard (Conjurer) 3/ Master Specialist 2/ Incantatrix 5/ IotSV 2 starting out. Max IotSV and then get more Incantatrix. If the game goes epic you just want to take Epic Incantatrix, Google can track it down for you.
Prohibited schools are Enchantment, Evocation, and Necromancy. I wouldn't use the Focused Specialist variant (CM) as you don't really want a fourth prohibited school. Use the Abrupt Jaunt ACF (PH2) and the Elf Wizard 3 racial substitution level (RotW). Subtract 3,000 gp from your starting funds and include in your backstory that you were trapped in the Otyugh Hole detailed in Complete Scoundrel for long enough to gain Iron Will without spending a feat on it. Take
two flaws: Weak-Willed and Noncombatant. Take
two traits: Passionate and Slow.
Feats should be Improved Initiative (Wizard 1 bonus), Spell Focus: Conjuration (1), Extend Spell (flaw), Spell Focus: Abjuration (flaw),
Item Familiar (3), Skill Focus: Spellcraft (Master Specialist 1 bonus), Persistent Spell (Incantatrix 1 bonus), Obtain Familiar (CA, 6), Fell Drain Spell (LM, Incantatrix 4 bonus), Greater Spell Focus: Abjuration (9), and Extraordinary Spell Aim (CV, 12). Future feats should include Quicken Spell and maybe Chain Spell (CA).
Your familiar via Obtain Familiar is a Hummingbird, it uses the stats fora Thrush in the DMG and it gives a +4 bonus to Initiative, it's detailed in Dragon magazine 323. Your Elf Wizard 3 substitution level doubles that bonus, so it will give you +8 initiative instead.
You should start out Middle Age, put all three of your level up points into Int, and start with Int 18. Str, Wis, and Cha are your dump stats, you want a decent Dex and as high a Con score as possible.
Your Item Familiar should start as a Circlet of Intellect +2, for which you pay the full price of 4,000 gp. You can then upgrade it to be a Circlet of Rapid Casting (MIC) with a +6 Enhancement bonus to Intelligence, for a cost of 23,500 gp and 1,880 XP. Keep in mind that the Item Familiar gives you a 10% bonus to XP, so you can use Permanency on Arcane Sight, Tongues, See Invisibility, and Read Magic and still start with more XP than the rest of your party. You should always invest enough skill points into your Item Familiar for it to grant a bonus to Spellcraft equal to your max ranks, which considering your Int 30, +3 for Skill Focus and a +2 Synergy bonus, you'll be able to use Cooperative Metamagic and Metamagic Effect to add Persistent Spell to your current highest level spells by taking ten on the check at any given level. You should wear a scarf or bandanna on your head over your circlet, so opponents will have neither line of sight nor line of effect and cannot sunder, disarm, or slight of hand it. An item familiar is an intelligent item, which is considered a construct, and constructs remain functional in antimagic and dead magic areas and cannot be dispelled or disjoined like normal magic items, so there should be almost no risk of it getting lost or destroyed.
You can use Cooperative Metamagic and Metamagic Effect to add Persistent Spell to your buffs. Some may say that Cooperative Metamagic can't be used on your own spells due to the types of actions it takes, but action types only exist in combat during initiative so as long as you're not in combat you can take as long as you want doing it and it works fine. I'm sure there's a complete list of persistable buffs online, but a few must-have choices are as follows: Swift Expeditious Retreat, Shield, Swift Fly, Displacement, Magic Circle against Evil, Ray Deflection, Greater Invisibility, and Dragonsight. You should also include Antimagic Field among your persistent spells, and use Extraordinary Spell Aim to exclude yourself and your party members and familiar/companions from its effect. Per Rules Compendium an AMF does not block line of effect for spells or magic effects, so everyone can still be hit by spells from outside the AMF as though it wasn't there. However, any opponents within 10 ft. of you won't be able to cast or use supernatural or spell-like abilities, and they won't have any spell buffs or magic items active, so it should be well worth it. Other all-day buffs should include Heart of Air/Water/Earth/Fire (CM), Greater/Superior Resistance depending on what level spell slot you want to spend, Greater Mage Armor or even Greater Luminous Armor (BoED) if you're good-aligned, Greater Magic Weapon on your party members' weapons, etc. Note that you can use a (Lesser) Metamagic Rod of Extend on most of those, so the hour/level buffs last 24 hours and the 24 hour buffs can be continually active on two characters for one spell slot each day. Later on Mind Blank is absolutely necessary. You can also use Greater Shadow Evocation to mimic Contingency and have something like Ironguard on it.
Do the Shrink Item Tin Foil Hat trick to avoid opponents' AMFs. The Google should help you figure that one out.
Other items should definitely include a Necklace of Adaptation, preferably with an Enhancement bonus to Constitution added on, a Ring of Enduring Arcana (CM), a Ring of Freedom of Movement, a Third Eye: Clarity (MIC), and metamagic rods.
After you've buffed yourself each day, and shared all those buffs with your hummingbird familiar, you should use your remaining uses of Metamagic Effect and Cooperative Metamagic on as many Fell Drain Cloud of Knives (PH2) spells as possible, and share each of those with your familiar as well. Every round, you and your familiar will each be able to fire that many daggers without any effort at all, and each dagger that damages an opponent will deal a negative level. Note that due to your ESA AMF your equipment and spells will be excluded from the area of the AMF. Also keep in mind that opponents standing in the AMF will have their equipment rendered nonmagical, so even when their weapons are striking you they won't be magical weapons at the time and something like Ironguard or Starmantle (BoED) should protect you.
Use Spellcraft every time an opponent casts a spell, it doesn't take any action to do and you can look up what the spell does before you decide what to react with, because that's knowledge your character will have. Your Ray Deflection spell will automatically block any ranged touch attacks, your Greater Invisibility should prevent you from being targeted by most attacks and spells, your Displacement will help you avoid attacks from opponents who can see invis, you can fly all day long, summoned creatures and nongood extraplanar creatures will be kept at bay by your Magic Circle, and your IotSV Veils can be used to stop anything else that gets thrown at you. Against opponents who have obvious magical abilities (Beholders, Dragons, anyone with a spell component pouch or divine focus) you should move in to get them in your AMF as quickly as possible, and probably use a spell like Web or Black Tentacles to trap them in it while your daggers obliterate them. Don't forget you can use the Circlet of Rapid Casting for a swift-action Web or Glitterdust when necessary.
Check out a few Batman Wizard guides, and good luck!