Since most of the advice you received was play a WF, I'll post this and hope it helps. I was thinking about this very same build and had been kicking some ideas around for a few days before you posted. Figured I could finish it and post it for you.
As far as spells go check out the wiki here for ones to take when leveling up. It is the list of spells that cannot be bought from vendors.
Code:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page
Level 20 True Neutral Half-Elf Female
(20 Wizard)
Hit Points: 182
Spell Points: 1901
BAB: 10\10\15\20
Fortitude: 8
Reflex: 6
Will: 13
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 11 11
Dexterity 10 10
Constitution 14 14
Intelligence 18 28
Wisdom 13 13
Charisma 8 8
Level 1 (Wizard)
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Cleric
Feat: (Wizard Bonus) Mental Toughness
Feat: (Selected) Toughness
Level 2 (Wizard)
Level 3 (Wizard)
Feat: (Selected) Empower Spell
Level 4 (Wizard)
Level 5 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Level 6 (Wizard)
Feat: (Selected) Spell Focus: Evocation
Level 7 (Wizard)
Level 8 (Wizard)
Level 9 (Wizard)
Feat: (Selected) Maximize Spell
Level 10 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Enchantment
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Evocation
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Wizard Bonus) Quicken Spell
Feat: (Selected) Spell Penetration
Level 16 (Wizard)
Level 17 (Wizard)
Level 18 (Wizard)
Feat: (Selected) Greater Spell Penetration
Level 19 (Wizard)
Level 20 (Wizard)
Feat: (Wizard Bonus) Heighten Spell
Note: Empower needs to be taken at level 3 in order to spend enough APs so the enhancements don't get stuck. Also, evocation and enchantment can be switched around if you would like to do crowd control more. All level ups were put into INT. It is a 32pt build.
Code:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page
Level 20 True Neutral Half-Elf Female
(20 Wizard)
Hit Points: 182
Spell Points: 1901
BAB: 10\10\15\20
Fortitude: 8
Reflex: 6
Will: 13
Level 1 (Wizard)
Level 2 (Wizard)
Level 3 (Wizard)
Level 4 (Wizard)
Enhancement: Wizard Improved Empowering I
Enhancement: Racial Toughness I
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Wizard Lineage of Elements I
Enhancement: Wizard Elemental Manipulation I
Enhancement: Wizard Elemental Manipulation II
Enhancement: Wizard Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Intelligence I
Enhancement: Wizard Wand and Scroll Mastery I
Level 5 (Wizard)
Enhancement: Wizard Energy of the Scholar II
Level 6 (Wizard)
Enhancement: Improved Cleric Dilettante I
Enhancement: Wizard Force Manipulation II
Enhancement: Wizard Archmage I
Enhancement: Evocation I - Magic Missle
Level 7 (Wizard)
Enhancement: Racial Toughness II
Enhancement: Wizard Wand and Scroll Mastery II
Level 8 (Wizard)
Enhancement: Wizard Intelligence II
Level 9 (Wizard)
Enhancement: Wizard Improved Maximizing I
Enhancement: Arcane Bolt
Enhancement: Wizard Archmage II
Level 10 (Wizard)
Enhancement: Improved Cleric Dilettante II
Enhancement: Wizard Lineage of Elements II
Level 11 (Wizard)
Enhancement: Improved Concentration III
Enhancement: Wizard Energy of the Scholar III
Level 12 (Wizard)
Enhancement: Wizard Elemental Manipulation III
Enhancement: Wizard Archmage III
Level 13 (Wizard)
Enhancement: Wizard Lineage of Force I
Enhancement: Wizard Lineage of Force II
Enhancement: Wizard Lineage of Deadly Elements I
Level 14 (Wizard)
Enhancement: Wizard Lineage of Elements III
Level 15 (Wizard)
Enhancement: Improved Cleric Dilettante III
Level 16 (Wizard)
Enhancement: Wizard Intelligence III
Level 17 (Wizard)
Enhancement: Wizard Improved Maximizing II
Level 18 (Wizard)
Enhancement: Wizard Wand and Scroll Mastery III
Enhancement: Wizard Archmage IV
Level 19 (Wizard)
Enhancement: Wizard Elemental Manipulation IV
Level 20 (Wizard)
Enhancement: Wizard Master of Magic
Enhancement: Wizard Lineage of Deadly Elements II
Note: I have veteran status purchased. That is why the enhancements start at level 4. If you do not, just move some of them to levels 1-3. After level 5, not spending enough APs to qualify for the enhancements was not a problem anymore. I wanted to lessen the spell costs and HAD to take Improved Empowering I in order to spend 14 APs before level 5. You could substitute something else that costs 2 APs if you do not want that.
As far as skills go, I maxed concentration, balance(don't like laying down on the job), spot(hate finding monsters by running into them), umd, diplomacy(it's a half-elf after all), bluff(see diplomacy), and took jump up to 7(add a +5 STR item and Jump spell = 40).
Hope this helps. Is this a good build? I don't know. I have 13 characters of different races and classes between level 4 and 14, soon to be 14 characters. It does sound like fun to play and that's why I made it. One thing I do know. It is not a WF