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OldAquarian
10-03-2010, 02:56 PM
The idea is to maximize the use of the new augment summoning feat, but not give up too much as a wizard

Augment Summoning
Usage: Passive
Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.

+1 CON tome to round up and +2 favor tome chosen as INT

Updated from comment - dropped wraith - but soon lich: 24x7 and new summonables

Easy to get INT:
20 start
+5 level ups
+3 Wiz Int Enhancements
+2 Wiz Capstone
+2 (Tome) (another +2 if you can snag a +4 INT Tome, but I won't assume that)
+2 (Lich form)
+6 (Item)
---
40 for a +15 Bonus

Then for Enchants and Necro - Add another +2 to DCs
Plus Max Spell Pen feats and enhancements
And Maximum Fire/Cold bonuses

And beefed up hirelings :)

Please do not look at saves, this build should fail most of them, but her minions won't

Minor edit - moved feats around a little - not enough SP to use maximize, so moved empower earlier and maximize later and heighten later


Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Circe
Level 20 True Neutral Drow Female
(20 Wizard)
Hit Points: 202
Spell Points: 1604
BAB: 10\10\15\20
Fortitude: 8
Reflex: 6
Will: 11

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 12 12
Dexterity 10 10
Constitution 13 14
Intelligence 20 32
Wisdom 8 8
Charisma 10 10

Tomes Used
+1 Tome of Constitution used at level 20
+2 Tome of Intelligence used at level 20

Level 1 (Wizard)
Feat: (Wizard Bonus) Augment Summoning
Feat: (Selected) Spell Focus: Enchantment


Level 2 (Wizard)


Level 3 (Wizard)
Feat: (Selected) Greater Spell Focus: Enchantment


Level 4 (Wizard)
Ability Raise: INT


Level 5 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 6 (Wizard)
Feat: (Selected) Spell Focus: Necromancy


Level 7 (Wizard)


Level 8 (Wizard)
Ability Raise: INT


Level 9 (Wizard)
Feat: (Selected) Toughness


Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell


Level 11 (Wizard)


Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Greater Spell Focus: Necromancy


Level 13 (Wizard)


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Feat: (Selected) Spell Penetration


Level 16 (Wizard)
Ability Raise: INT


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration


Level 19 (Wizard)


Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Enlarge Spell
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Wizard Lineage of Elements III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Wizard Lineage of Deadly Elements II
Enhancement: Wizard Lineage of Deadly Elements III
Enhancement: Wizard Energy Manipulation I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Elemental Manipulation IV
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
Enhancement: Wizard Spell Penetration III
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Shroud of the Lich
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Wizard Pale Master III
Enhancement: Summon Blackbone Archer
Enhancement: Summon Frostmarrow Archer
Enhancement: Summon Skeleton Archer
Enhancement: Summon Blackbone Knight
Enhancement: Summon Frostmarrow Knight
Enhancement: Summon Skeletal Knight
Enhancement: Summon Blackbone Mage
Enhancement: Summon Frostmarrow Mage
Enhancement: Summon Skeletal Mage

voodoogroves
10-03-2010, 03:53 PM
Leveled up something very similar; went human though. The nice thing is you can have your menagerie when you want, but the rest of the time you're still a solid wizard.


The things I did differently:

Greater Spell Focus - Enchantment much earlier than 20 - I think I had it at 3rd.
No mental toughness; I wasn't bothering with Wraith form, just Lich.
No insightful reflexes; I wasn't planning on being a target.
Heighten Spell I viewed as mandatory (had it at 15 I think).

I went back and forth on enlarge vs the 2nd spell penetration feat. I {heart} enlarge for charmers.

OldAquarian
10-04-2010, 12:52 AM
Leveled up something very similar; went human though. The nice thing is you can have your menagerie when you want, but the rest of the time you're still a solid wizard.


The things I did differently:

Greater Spell Focus - Enchantment much earlier than 20 - I think I had it at 3rd.
No mental toughness; I wasn't bothering with Wraith form, just Lich.
No insightful reflexes; I wasn't planning on being a target.
Heighten Spell I viewed as mandatory (had it at 15 I think).

I went back and forth on enlarge vs the 2nd spell penetration feat. I {heart} enlarge for charmers.

Thank you, wasn't as focused as I though, and by dropping Mental Toughness and Insightful Reflexes - I managed to keep enlarge and grab the 2nd spell Pen :)

Looks a bit cleaner now

Phidius
10-04-2010, 10:55 AM
I'd rather have Insightful Reflexes than Toughness. It's easier to avoid the mobs than it is to avoid AoE spells.

unbongwah
10-04-2010, 11:42 AM
When I hear "Circe," I think sorceress, maybe druid-y witch (if there were any in DDO) - not necromantic wizard. Other than the name being off ;), seems OK. Though I would go ahead and start CON 14 and take a +2 tome; you'll need all the HPs you can get.

OldAquarian
10-04-2010, 05:00 PM
I'd rather have Insightful Reflexes than Toughness. It's easier to avoid the mobs than it is to avoid AoE spells.

Toughness = Lich Form

I originally had Insightful Reflexes, but since this build does not have evasion I wasn't sure if the feat was more valuable than the feat I'd have to drop. I was hoping prot from elements and spell resist might be enough, especially given the general range she will be at, but, if that is really not enough, what other feat makes sense to drop?

As to the name Circe - she was an enchantress by many accounts and the name reflects the, as far as I know, unique use of specializing in Enchantment. Most literature refers to males as Wizards and females as Sorceresses and really doesn't mention a character's bonus to SP :) As to adding Pale Master - well that was a long time ago and she would be a lich by now. But mostly, I like the name.

sephiroth1084
10-04-2010, 05:08 PM
If you're going to be doing a lot of charming (Suggestion), Extend would benefit you tremendously, especially if you want your charms to be tanking for you.

Also, the points you put into Str would be better served in Con.

OldAquarian
10-05-2010, 11:37 PM
People have made cases for Insightful Reflexes and Extend
Toughness is needed for the build so thats not an option

But I can't see what else could be dropped to get either, so it looks like I might have to suck it up and spend a lot of time falling down or recasting while my minions carry on the fight

Suggestions would be appreciated

Doxmaster
10-05-2010, 11:58 PM
Extend would be lovely in this wizard's early life, both for buffs and your enchantments:

Suggest is a much better spell with it, as is Blur and Haste. Extended firewalls are great for when you are maximizing them too...

Perhaps you could remove greater spell penetration and put extend at level 3, Greater spell focus Enchantment at level 15 and spell penetration at 18...

sephiroth1084
10-06-2010, 04:27 AM
Is Enlarge really that necessary? I admit that I've never tried it, but I also haven't been in many situations where I wish I had it, though I guess Extend is kind of in the same boat--you can get by without easily enough, although in this case, it's costing you SP to do so.

voodoogroves
10-06-2010, 11:35 AM
I LOVE enlarge on my pure wizards.

Charming one mob from very very far away really is a nice way to control aggro.
Finger / whatever on a beholder before it can dispel you is also VERY VERY nice.

That said, it comes after the following for a pale charmer ...
Toughness
SF: Necro
GSF: Necro
SF: Enchant
GSF: Enchant
Heighten
Quicken
Empower
Maximize
Augment Summoning

You've got two feats left and possibly one human bonus feat. The following compete in that slot:
Mental Toughness
Enlarge
Extend
Spell Penetration
Greater Spell Penetration
Past Life: Wizard


I think Past Life, if you have it, is first. Since most charms require Spell Penetration checks, this is handy. If you don't have the Past Life, you probably want both of those.

If I were to TR my 'forged into this kind of path I'd take PL: Wizard and extend for the early game, then use the Lockania re-spec to move it out later if I felt something else was a better fit.

OldAquarian
10-07-2010, 05:33 AM
Link for checking spell types to pick out enchantment/necromancy

http://ddowiki.com/page/Category:Sorcerer_/_Wizard_spells

sephiroth1084
10-07-2010, 05:56 AM
I LOVE enlarge on my pure wizards.

Charming one mob from very very far away really is a nice way to control aggro.
Finger / whatever on a beholder before it can dispel you is also VERY VERY nice.

That said, it comes after the following for a pale charmer ...
Toughness
SF: Necro
GSF: Necro
SF: Enchant
GSF: Enchant
Heighten
Quicken
Empower
Maximize
Augment Summoning

You've got two feats left and possibly one human bonus feat. The following compete in that slot:
Mental Toughness
Enlarge
Extend
Spell Penetration
Greater Spell Penetration
Past Life: Wizard


I think Past Life, if you have it, is first. Since most charms require Spell Penetration checks, this is handy. If you don't have the Past Life, you probably want both of those.

If I were to TR my 'forged into this kind of path I'd take PL: Wizard and extend for the early game, then use the Lockania re-spec to move it out later if I felt something else was a better fit.
I'd probably drop Greater SF: Enchantment for the Wizard Past Life on a build like this just to be able to fit in the other necessities. After all, you aren't charming or killing stuff if you can't beat the spell pen checks.

That brings it down to really just 3 choices: Enlarge, Extend or Wraith Form, and I think that is a playstyle preference.

Seliana
10-07-2010, 06:03 AM
I personally run an Enchanter (Wizard 20) with the feat selections below:

This is a a long term feat selection I would only recommend if you are willing to get multiple past lives on your Wizard:

Bard 20 > Wizard 20 > Wizard 20 > Wizard 20

Human: Empower Spell

Wizard 1: Enchantment Focus 1
Wizard 5: Necro Focus 1
Wizard 10: Heighten Spell
Wizard 15: Extend Spell
Wizard 20: Quicken Spell

1: Toughness
3: Maximize
6: Necro Focus 2
9: Enchantment Focus 2
12: Augment Summoning
15: Bard PastLife
18: Wizard PastLife

The past lives will give you +2 Enchantment DC and +4 Spell Penetration. Selecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.

voodoogroves
10-07-2010, 06:46 AM
And empower ...

I'm personally a fan of both empower and maximize even on (espescially on?) a charmer because if I need burst damage, I kinda want as bursty as damage as possible.

... that said, I think you're right and we could move empower into the optional / playstyle category.

OldAquarian
10-10-2010, 10:52 AM
I have seen posts putting quicken in the required list, but I'm missing why

Also curious about:

ISelecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.

How can a Human (max 18 + 1 racial) get the extra +1 needed to match Drow (max 20)

sephiroth1084
10-10-2010, 04:02 PM
I have seen posts putting quicken in the required list, but I'm missing why
Lots of places where you cannot count on being at a safe distance from the fight and where Concentration checks just won't cut it.





How can a Human (max 18 + 1 racial) get the extra +1 needed to match Drow (max 20)
If all of your equipment adds up to an odd number, then humans and drow end up with the same Int.

OldAquarian
10-13-2010, 12:33 AM
The past lives will give you +2 Enchantment DC and +4 Spell Penetration. Selecting Human will give you a bonus feat, as well as give you the same Int Mod a Drow can reach if built properly. This also eliminates the need to take Spell Penetration with feats, gives maximum enchantment dc, and you only need to skip mental toughness and enlarge.

Use of Wizard past life feat was a good idea and helps with all spells, Necro, Enchant, and any other offensive spell, the Bard past life was an interesting idea, but only helps enchantment and costs a feat, so I'm not sure I would be willing to grind a past life for it

+4 Spell pen seems awesome, but I read the past life for Wizard to be only for wands:
Past Life: Wizard
Usage: Passive
You were a wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.

Is it +2 DC for wands and +2 to spell pen checks for spells you cast
-or- +2 DC for wands and +2 to spell pen checks for Wands

Either way - it seems TR to human and using the extra feat for Past Life: Arcane Initiate would be a great idea
And by then getting the gear/tome to round up the -1 INT seems likely

sephiroth1084
10-13-2010, 03:57 AM
Use of Wizard past life feat was a good idea and helps with all spells, Necro, Enchant, and any other offensive spell, the Bard past life was an interesting idea, but only helps enchantment and costs a feat, so I'm not sure I would be willing to grind a past life for it

+4 Spell pen seems awesome, but I read the past life for Wizard to be only for wands:
Past Life: Wizard
Usage: Passive
You were a wizard in a past life. You occasionally find yourself desiring a good book. Each time you acquire this feat you gain +2 to spell penetration checks and the DC's of wands you use. This feat can be stacked up to three times.

Is it +2 DC for wands and +2 to spell pen checks for spells you cast
-or- +2 DC for wands and +2 to spell pen checks for Wands

It's +2 to wand DCs, and +2 to spell pen checks for spells that you cast.


Either way - it seems TR to human and using the extra feat for Past Life: Arcane Initiate would be a great idea
And by then getting the gear/tome to round up the -1 INT seems likely
18
+3 enhancement
+4 tome
+3 exceptional
+2 capstone
+7 epic item
+5 levels
+1 human
+2 lich form
+1 Litany
_____
46
+1 drow
___
47

Obviously having all of that is unlikely, but the end goal puts humans and drow even, unless I forgot an odd bonus somewhere.

Entelech
10-13-2010, 04:06 AM
Given how close Update 7 is, this might actually be a better application for Archmage than for Pale Master:

You won't be needing 4 Spell Focus feats, you can eliminate the two Necromancy ones and just focus on Enchantment if you like. Or, if you buy both, you can see about getting Enervation for 10 spell points as a spell-like ability.

sephiroth1084
10-13-2010, 04:57 AM
Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).

voodoogroves
10-13-2010, 09:39 AM
Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).

You can; I've leveled one of these up a ways (and then deleted it, but that's a different story).

OldAquarian
10-17-2010, 12:42 PM
Pretty sure much of the point of this is to build around Augment Summoning, which PM does much better than AM (my assumption is that you can have both a skeletal minion and a summoned monster out at the same time).

This is indeed the intent and PM works much better with the concept
In U7 you will have a choice of monster summons
PM gives a choice of skellies
Charm undead is a necro skill (not enchant) - so fits nicely in this theme

OldAquarian
10-28-2010, 11:49 PM
Having a lot of fun with this
Starting to see that Human would be good for the extra feat
Will consider that for a TR - this way the past life feat doesn't bump any existing feat

Entelech
10-29-2010, 02:36 AM
Augment Summoning does indeed help out the Pale Master pets...

But it also helps out charmed critters. And Archmage does considerably more for Charm than PM does.

There are advantages to both strategies, and I thought Archmage deserved a brief mention.

Flmngo
12-28-2010, 05:45 PM
Forgive the less than stellar question...

I've been asked to play a wizard with a low-level, RP group. I've been playing DDO for some time and have a couple of mid-level alts, but only rogues and rangers. (save your rants for other threads ;P)

I really like this build as it is both straight-forward for a newbie-wizard player and elegant. However, I'm not seeing the allocation of skills. Perhaps they are just so well-known for wizards that you thought they didn't need stating..

...but could you?

I see in other build threads that Concentration, UMD, and Diplomacy are good. I also thought of Hide and MS since this build relies on critters getting all the aggro. I thought to round out the starting skills with Haggle and Spot for lack of any better choice.

Thanks for any advice.

~ Flmngo

sephiroth1084
12-28-2010, 06:23 PM
Forgive the less than stellar question...

I've been asked to play a wizard with a low-level, RP group. I've been playing DDO for some time and have a couple of mid-level alts, but only rogues and rangers. (save your rants for other threads ;P)

I really like this build as it is both straight-forward for a newbie-wizard player and elegant. However, I'm not seeing the allocation of skills. Perhaps they are just so well-known for wizards that you thought they didn't need stating..

...but could you?

I see in other build threads that Concentration, UMD, and Diplomacy are good. I also thought of Hide and MS since this build relies on critters getting all the aggro. I thought to round out the starting skills with Haggle and Spot for lack of any better choice.

Thanks for any advice.

~ Flmngo
Mostly, after Concentration, wizard skills come entirely down to preference. Personally, I'd take at least 1 or 2 ranks in Tumble, about 6 in Jump, max Balance and then everything is up to you. Hide, Move Silently, Haggle, UMD are all decent options.

Flmngo
12-29-2010, 06:21 PM
Thanks! Exactly what I needed.

Dark_Necromancer
12-30-2010, 03:00 AM
Great build. Just one problem I have (and it's not just with yours). In a lot of builds they give you where you start, and where you end up at level 20, but they don't tell you how they get there. One thing I would love to have level by level is a progression of skill points you would spend if you wanted to keep the build balanced. I'm saying this because this looks like an incredible build that I've been wanting to try out for a while. This may be very noobish, but I would really appreciate it.


Also. Why are all the enhancements at the end???

shagath
12-30-2010, 03:28 AM
I have seen posts putting quicken in the required list, but I'm missing whyThe reason is that when you are in PM form, you will be taking care of your own heals most of the time. That means when you get aggro, you will lose hp and you want it back by getting negative energy burst in time.. Concentration check failure would mean death in many cases. It's almost same for WF casters with reconstruct but the difference is that they still can be healed normally so it's not that must for them. Quicken is on my PM required feats list. The harder the content, more you need this. Epics, elite amrath, higher level raids on elite and stuff like that.. (the stuff why you are trying to hit those high enchantment dc's)

You will see if you need this just by playing normally, if you fail a concentration check and die -> swap a feat. :)

sephiroth1084
12-30-2010, 04:44 AM
The reason is that when you are in PM form, you will be taking care of your own heals most of the time. That means when you get aggro, you will lose hp and you want it back by getting negative energy burst in time.. Concentration check failure would mean death in many cases. It's almost same for WF casters with reconstruct but the difference is that they still can be healed normally so it's not that must for them. Quicken is on my PM required feats list. The harder the content, more you need this. Epics, elite amrath, higher level raids on elite and stuff like that.. (the stuff why you are trying to hit those high enchantment dc's)

You will see if you need this just by playing normally, if you fail a concentration check and die -> swap a feat. :)
Not even just because of Concentration, but also in situations where you may get knocked down or otherwise prevented from casting. Also, NEB seems to occupy the space in which you originate the casting, so if you move too quickly, you can actually move out of your burst before it would heal you. Quicken helps by bringing the casting time closer to your movement rate, though it appears to still be possible to miss yourself with a heal. I'd really like this to be changed, actually, as it seems kind of an odd function of the spell.

Dark_Necromancer
12-31-2010, 05:20 PM
This is my own take on the build. Any (polite) criticism is appreciated.


Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Recnamorcen
Level 20 True Neutral Drow Male
(20 Wizard)
Hit Points: 244
Spell Points: 1814
BAB: 10\10\15\20
Fortitude: 9
Reflex: 6
Will: 11

Starting Ending
Abilities Base Stats Base Stats
(28 Point) (Level 1) (Level 20)
Strength 12 12
Dexterity 10 10
Constitution 13 16
Intelligence 20 27
Wisdom 8 8
Charisma 10 10

Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 7
+1 Tome of Constitution used at level 11
+1 Tome of Intelligence used at level 16
+1 Tome of Intelligence used at level 20

Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 20)
Balance 2 11.5
Bluff 0 0
Concentration 4 22
Diplomacy 2 11.5
Disable Device n/a n/a
Haggle 0.5 8.5
Heal -1 -1
Hide 2 11.5
Intimidate 0 0
Jump 1 3
Listen -1 0
Move Silently 2 11.5
Open Lock n/a n/a
Perform n/a n/a
Repair 5 11
Search 5 11
Spot -1 -1
Swim 1 1
Tumble 2 11.5
Use Magic Device 2 11.5

Level 1 (Wizard)
Skill: Balance (+2)
Skill: Concentration (+3)
Skill: Diplomacy (+2)
Skill: Haggle (+0.5)
Skill: Hide (+2)
Skill: Move Silently (+2)
Skill: Tumble (+2)
Skill: Use Magic Device (+2)
Feat: (Wizard Bonus) Augment Summoning
Feat: (Selected) Spell Focus: Enchantment
Spell (1): Charm Person
Spell (1): Expeditious Retreat
Spell (1): Mage Armor
Spell (1): Niac's Cold Ray
Spell (1): Sleep
Spell (1): Summon Monster I
Spell (1): Feather Fall
Spell (1): Cause Fear
Enhancement: Improved Concentration I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Energy of the Scholar I


Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Use Magic Device (+0.5)
Spell (1): Jump
Spell (1): Tumble
Enhancement: Elven Enchantment Resistance I
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand and Scroll Mastery I


Level 3 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Spell Focus: Necromancy
Spell (2): Command Undead
Spell (2): Lesser Death Aura
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Wand Heightening I


Level 4 (Wizard)
Ability Raise: CON
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Blur
Spell (2): Resist Energy
Enhancement: Elven Perception I
Enhancement: Elven Keen Eyes I
Enhancement: Improved Concentration II
Enhancement: Wizard Subtle Spellcasting I


Level 5 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Extend Spell
Spell (3): Haste
Spell (2): Web
Enhancement: Elven Keen Eyes II
Enhancement: Wizard Lineage of Energy I
Enhancement: Wizard Lineage of Deadly Energy I


Level 6 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Empower Spell
Spell (2): Invisibility
Spell (2): Summon Monster II
Enhancement: Wizard Pale Master I
Enhancement: Summon Skeleton Archer
Enhancement: Summon Skeletal Knight
Enhancement: Summon Skeletal Mage


Level 7 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (3): Displacement
Spell (4): Death Aura
Enhancement: Wizard Improved Empowering I
Enhancement: Wizard Energy of the Scholar II


Level 8 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+1)
Skill: Use Magic Device (+0.5)
Spell (4): Summon Monster IV
Spell (4): Negative Energy Burst
Enhancement: Wizard Intelligence II


Level 9 (Wizard)
Skill: Balance (+0.5)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Spell Focus: Necromancy
Spell (5): Summon Monster V
Spell (4): Charm Monster
Enhancement: Wizard Improved Empowering II
Enhancement: Wizard Lineage of Deadly Elements I


Level 10 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+2)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Mental Toughness
Spell (5): Dominate Person
Spell (5): Cloudkill
Enhancement: Wizard Lineage of Energy II
Enhancement: Wizard Lineage of Elements II


Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Summon Monster VI
Spell (6): Create Undead


Level 12 (Wizard)
Ability Raise: CON
Skill: Balance (+0.5)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (6): Disintegrate
Spell (6): Shadow Walk
Enhancement: Wizard Intelligence III
Enhancement: Wizard Wand and Scroll Mastery II


Level 13 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Finger of Death
Spell (7): Summon Monster VII
Enhancement: Wizard Pale Master II
Enhancement: Summon Blackbone Knight


Level 14 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (7): Control Undead
Spell (6): Mass Suggestion
Enhancement: Summon Blackbone Archer
Enhancement: Summon Blackbone Mage
Enhancement: Shroud of the Wraith


Level 15 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+0.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Improved Mental Toughness
Feat: (Selected) Toughness
Spell (8): Summon Monster VIII
Spell (8): Symbol of Death
Enhancement: Racial Toughness I
Enhancement: Shroud of the Lich


Level 16 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (8): Mass Charm Monster
Spell (8): Horrid Wilting
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Energy of the Scholar III


Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Hide (+0.5)
Skill: Listen (+1)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (9): Dominate Monster
Spell (9): Wail of the Banshee
Enhancement: Wizard Lineage of Deadly Energy II
Enhancement: Wizard Lineage of Deadly Elements II


Level 18 (Wizard)
Skill: Balance (+0.5)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness
Spell (9): Energy Drain
Spell (9): Power Word: Kill
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Pale Master III
Enhancement: Summon Frostmarrow Knight


Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1)
Skill: Hide (+0.5)
Skill: Jump (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Spell (9): Summon Monster IX
Spell (9): Meteor Swarm
Enhancement: Racial Toughness II
Enhancement: Summon Frostmarrow Archer
Enhancement: Summon Frostmarrow Mage


Level 20 (Wizard)
Ability Raise: INT
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Diplomacy (+0.5)
Skill: Haggle (+1.5)
Skill: Hide (+0.5)
Skill: Move Silently (+0.5)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Wizard Bonus) Heighten Spell
Spell (8): Trap the Soul
Spell (8): Polar Ray
Enhancement: Wizard Master of Magic
Enhancement: Wizard Wand Heightening II

sephiroth1084
12-31-2010, 07:09 PM
First glance:
More Con.

Slightly longer first glance:
You have feats not plugged in.

Take Toughness earlier, SF: Enchantment later, dump Improved Mental Toughness, and take Quicken.

Cardtrick
01-02-2011, 07:29 PM
Great build. Just one problem I have (and it's not just with yours). In a lot of builds they give you where you start, and where you end up at level 20, but they don't tell you how they get there. One thing I would love to have level by level is a progression of skill points you would spend if you wanted to keep the build balanced. I'm saying this because this looks like an incredible build that I've been wanting to try out for a while. This may be very noobish, but I would really appreciate it.


Also. Why are all the enhancements at the end???

I agree with you on the skills progression -- that's often not obvious.

The reason many builds list the enhancements at the end, though, is that enhancements can be changed easily and cheaply. It makes sense to change your enhancements a few times as you're leveling up your character, as the spells and abilities you're using and the content you're running change. When people list enhancements in a build, they're just guidelines for what enhancements might look like at max level -- it's expected and encouraged that anyone using the build will try out different enhancement configurations.