Based on the initial constraints and unbongwah's advice, I came up with this build:
Code:
Character Plan by DDO Character Planner Version 03.14.02
DDO Character Planner Home Page
Level 20 Chaotic Good Drow Male
(20 Wizard)
Hit Points: 202
Spell Points: 1680
BAB: 10\10\15\20
Fortitude: 8
Reflex: 16
Will: 11
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(28 Point) (Level 1) (Level 20)
Strength 10 10
Dexterity 10 10
Constitution 14 14
Intelligence 20 30
Wisdom 8 8
Charisma 10 10
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 0 11
Bluff 0 0
Concentration 6 25
Diplomacy 2 11
Haggle 0 0
Heal -1 -1
Hide 2 11
Intimidate 0 0
Jump 1 9
Listen -1 3
Move Silently 2 11
Repair 5 10
Search 5 12
Spot 1 12
Swim 0 0
Tumble 1 1
Use Magic Device 2 11
Level 1 (Wizard)
Feat: (Selected) Augment Summoning
Feat: (Wizard Bonus) Spell Focus: Enchantment
Level 2 (Wizard)
Level 3 (Wizard)
Feat: (Selected) Toughness
Level 4 (Wizard)
Level 5 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Level 6 (Wizard)
Feat: (Selected) Mental Toughness
Level 7 (Wizard)
Enhancement: Racial Toughness I
Enhancement: Glacial Spellcasting I
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Flame I
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Force Manipulation I
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Wand and Scroll Mastery I
Enhancement: Wizard Pale Master I
Enhancement: Summon Skeleton Archer
Enhancement: Summon Skeletal Knight
Enhancement: Summon Skeletal Mage
Enhancement: Shroud of the Zombie
Level 8 (Wizard)
Level 9 (Wizard)
Feat: (Selected) Insightful Reflexes
Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell
Level 11 (Wizard)
Level 12 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
ENHANCEMENT RESET
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Glacial Spellcasting I
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Flame I
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Frost Manipulation IV
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Force Manipulation I
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: Wizard Wand and Scroll Mastery I
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Summon Blackbone Archer
Enhancement: Summon Skeleton Archer
Enhancement: Summon Blackbone Knight
Enhancement: Summon Skeletal Knight
Enhancement: Summon Skeletal Mage
Enhancement: Shroud of the Vampire
Enhancement: Shroud of the Wraith
Level 13 (Wizard)
Level 14 (Wizard)
Level 15 (Wizard)
Feat: (Wizard Bonus) Heighten 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) Quicken Spell
ENHANCEMENT RESET
Enhancement: Wizard Master of Magic
Enhancement: Wizard Improved Maximizing I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Glacial Spellcasting I
Enhancement: Glacial Spellcasting II
Enhancement: Combustive Spellcasting I
Enhancement: Deadly Ice I
Enhancement: Deadly Flame I
Enhancement: Frost Manipulation I
Enhancement: Frost Manipulation II
Enhancement: Frost Manipulation III
Enhancement: Frost Manipulation IV
Enhancement: Frost Manipulation V
Enhancement: Frost Manipulation VI
Enhancement: Frost Manipulation VII
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Flame Manipulation VI
Enhancement: Flame Manipulation VII
Enhancement: Force Manipulation I
Enhancement: Force Manipulation II
Enhancement: Force Manipulation III
Enhancement: Force Manipulation IV
Enhancement: Force Manipulation V
Enhancement: Force Manipulation VI
Enhancement: Force Manipulation VII
Enhancement: Wizard Spell Penetration I
Enhancement: Wizard Spell Penetration II
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: Wizard Wand and Scroll Mastery I
Enhancement: Wizard Wand and Scroll Mastery II
Enhancement: Wizard Wand and Scroll Mastery 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: Shroud of the Wraith
Some notes/doubts:
1- While the stat distribution is pretty standard, I'm not very fond of going past 1AP/point in CON, so I was considering lowering it to 12 and increasing STR/CHA to 12/12 or 10/14 (basically for more carryingCap, melee ability at lower lvls, enfeeblement prot. and UMD buff). However, the elven "squishyness" reports in the forum frighten me a little;
2- As I may want to swap Augment Summoning and/or Mental Toughness later, it seems wise to pick them as normal feats instead of bonus wizard ones. This delays IR to lvl9 though, so I'm not sure if it's such a good feat distribution;
3- Unless I'm missing something, I'll have 20(Base)+4(Feat)+2(Enh)= 26 SpellPen, before epic feats and items. I have no idea if this is too low or not though. I could pick the last SpellPen Enhancement at the cost of +3SP maximize, no wraith at cap and -10% wand effectiveness, but this sounds expensive to me...;
4- Speaking of Maximize SP, how useful are the metamagic enhancements for a build like this? They seem nice in theory, but I'm not sure what I'd drop in order to get them (I'm already ignoring mage skellie to save AP, after reading about each one of the summons here in the forums);
5- Is Ice-Fire-Force a good combo? As I said previously, I need the first 2 for the summons, but I can switch force for storm or acid;
6- Concerning thread generation, I'm putting points in Diplo, not being aware if bluff would be better or not. The Subtle Spellcasting enhancements seem nice too, but again, I'm not sure what to drop to be able to pick them.