Introducing the most versatile Enchantment Wizard I know of:
Race: Half-Elf
with Cleric Dilettante to scroll-cast Heal and Raise spells. (note that this is very expensive, I'd recommend to do it on 2nd or further past life)
I didn't distribute any Skill points or Enhancement AP in the char planner, all u need to know is: reserve 4 pts per level-up for Search and Disable Device, try to get Improved Dilettante III (17 pt. Helf racial), Primary Spellschool II (32 pt. Archmage) and Shroud of the Vampire (11 pt. Pale Master), the rest is up to your choice. If you choose another race the Wiz Enhancements remain the same, the direction should be clear.
1 Level of Druid is very nice and practical because of the Charm Animal spell (and the only reason why to take it, besides one additional lever-puller aka wolf companion). Charm Monster doesn't work on normal Animals and Vermin (bug or feature - we don't know exactly), that's why the one Druid Level. There are plenty of nasty dogs, lions and spiders and so on, in various quests from 1 to 20 you have to deal with. You don't need to raise Wisdom any further, though the DC will remain in the mid-to-end-Twenties, it's enough for Animals and Vermin, at least on heroic elite, pretty likely on epic hard too. EE - there's the ward against enchantment :/Code:Character Plan by DDO Character Planner Version 04.19.03 DDO Character Planner Home Page Level 20 True Neutral Half-Elf Male (2 Rogue \ 17 Wizard \ 1 Druid) Hit Points: 208 Spell Points: 1413 BAB: 9\9\14 Fortitude: 11 Reflex: 16 Will: 17 Starting Feat/Enhancement Abilities Base Stats Modified Stats (34 Point) (Level 1) (Level 20) Strength 10 15 Dexterity 8 13 Constitution 14 19 Intelligence 18 26 Wisdom 16 21 Charisma 8 13 Tomes Used +5 Tome of Strength used at level 20 +5 Tome of Dexterity used at level 20 +5 Tome of Constitution used at level 20 +5 Tome of Intelligence used at level 20 +5 Tome of Wisdom used at level 20 +5 Tome of Charisma used at level 20 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance -1 1 Bluff -1 1 Concentration 2 4 Diplomacy -1 1 Disable Device n/a n/a Haggle -1 1 Heal 3 5 Hide -1 1 Intimidate -1 1 Jump 0 2 Listen 3 5 Move Silently -1 1 Open Lock n/a n/a Perform n/a n/a Repair 4 8 Search 4 8 Spellcraft 4 8 Spot 3 5 Swim 0 2 Tumble n/a n/a Use Magic Device n/a n/a Level 1 (Rogue) Feat: (Selected) Augment Summoning Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric Feat: (Past Life) Past Life: Wizard Level 2 (Druid) Level 3 (Wizard) Feat: (Wizard Bonus) Enlarge Spell Feat: (Selected) Insightful Reflexes Level 4 (Wizard) Level 5 (Wizard) Level 6 (Wizard) Feat: (Selected) Spell Focus: Enchantment Level 7 (Wizard) Feat: (Wizard Bonus) Heighten Spell Level 8 (Wizard) Level 9 (Wizard) Feat: (Selected) Greater Spell Focus: Enchantment Level 10 (Rogue) Level 11 (Wizard) Level 12 (Wizard) Feat: (Selected) Past Life: Arcane Initiate Level 13 (Wizard) Feat: (Wizard Bonus) Quicken Spell Level 14 (Wizard) Level 15 (Wizard) Feat: (Selected) Spell Penetration Level 16 (Wizard) Level 17 (Wizard) Level 18 (Wizard) Feat: (Selected) Greater Spell Penetration Feat: (Wizard Bonus) Mental Toughness Level 19 (Wizard) Level 20 (Wizard)
As the last Wizard bonus feat either take Mental Toughness as I did or Maximize as I thought about. If you have PL's or better items than me, then take Maximize. But it's not necessary to do more damage, especially when you're grouping. More SP = more CC. And CC is what this build is all about.
If u want to follow my progress with this build or post your own experiences, take a look at this thread.