Maybe go closer to Cleric 13/Wizard 7.
This would get you Heal, Blade Barrier, Displacement, Haste, Stoneskin and Wall of Fire.
Code:
Character Plan by DDO Character Planner Version 3.34
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Level 20 Chaotic Good Elf Female
(13 Cleric \ 7 Wizard)
Hit Points: 214
Spell Points: 951
BAB: 12\12\17\22
Fortitude: 11
Reflex: 9
Will: 13
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 21 21
Dexterity 16 17 17
Constitution 12 12 12
Intelligence 12 12 12
Wisdom 10 10 10
Charisma 8 8 8
Tomes Used
+1 Tome of Dexterity used at level 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 5 14 14
Bluff -1 -1 -1
Concentration 5 24 24
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 0 0 0
Hide 3 3 3
Intimidate -1 -1 -1
Jump 3 5 5
Listen 0 0 2
Move Silently 3 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 1 1
Search 1 1 3
Spot 1 11 13
Swim 3 5 5
Tumble 4 4 4
Use Magic Device n/a n/a n/a
Level 1 (Cleric)
Skill: Balance (+2)
Skill: Concentration (+4)
Skill: Spot (+1)
Skill: Tumble (+1)
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Martial Weapon Proficiency: Longbow
Feat: (Automatic) Martial Weapon Proficiency: Longsword
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Turn Undead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Level 2 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Wizard Bonus) Extend Spell
Feat: (Automatic) Dismiss Charm
Feat: (Automatic) Inscribe Scroll
Spell (1): Jump
Spell (1): Detect Secret Doors
Spell (1): Burning Hands
Spell (1): Expeditious Retreat
Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 4 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Empower Healing Spell
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Level 8 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Level 11 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (1): Grease
Spell (1): Tumble
Level 12 (Wizard)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Quicken Spell
Spell (2): Blur
Spell (2): Invisibility
Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Power Attack
Level 16 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Protection From Elements, Mass
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Level 17 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (2): False Life
Spell (2): Scorching Ray
Level 18 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Feat: (Wizard Bonus) Maximize Spell
Spell (3): Rage
Spell (3): Haste
Level 19 (Wizard)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Spell (3): Displacement
Spell (3): Ray of Exhaustion
Level 20 (Wizard)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Spot (+1)
Spell (4): Wall of Fire
Spell (4): Stoneskin
Enhancement: Elven Arcanum I
Enhancement: Elven Arcanum II
Enhancement: Aerenal Elf Melee Attack I
Enhancement: Aerenal Elf Melee Attack II
Enhancement: Aerenal Elf Melee Damage I
Enhancement: Aerenal Elf Melee Damage II
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Cleric Improved Empower Healing III
Enhancement: Wizard Improved Maximizing I
Enhancement: Wizard Improved Maximizing II
Enhancement: Wizard Improved Quickening I
Enhancement: Wizard Improved Quickening II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Lineage of Elements II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Life III
Enhancement: Wizard Lineage of Deadly Elements I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Elemental Manipulation III
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
I'm tired so I just copied from the planner.
Anyway, you're missing Improved Critical in there so crafting a set of Mineral 2 rapiers is top priority. Fight inside your Firewalls; Maximize is important for this. It'll also help your Blade Barriers.
You'll have the levels for three mass heals (though they won't be at full strength), so raid healing is also possible, though it will probably be tough without good gear.
The first ten levels have nine Cleric in them so you'll be able to Raise Dead faster, as well as get Mass Cure Light Wounds which will help out a lot.
STR-based because it saves you a feat and to do more damage.
It only needs one tome (+1 DEX), though +3 STR and +2 CON would also be good.
Ok, too tired to keep writing. Hope that helped a bit.