This is a build designed specifically for a new player with access to nothing but 28 point builds and the basic races and classes. It is designed to be powerful right out of the gate and to continue gaining power on the game system as you level. It assumes that you will be soloing most of the time and opening quests on normal, although it will scale just fine into second life hard and third life elite when you get there.
Race: Human. We do this to get the extra feat at creation and also to get an extra skill point every level.
Attributes: Str 17 (13 pts), Con 14 (6 pts), Int 15 (8 pts), Dex 9 (1 pt). All level ups into Int. We do this because Str 17 is required for the Improved and Greater Two-handed Fighting feats and the bonus to hit and damage early on is important for smooth progression. Ultimately we will be using Int to hit and in some versions of the build for damage as well.
Classes: Wizard 20. This is a pure Wizard. We do this for the Eldritch Blade capstone in Eldritch Knight and it doesn't hurt our chances to penetrate spell resistance either. It also gives us access to key spells at the earliest possible level as they become available.
Skills: Spellcraft, Search, Repair, Heal, Balance, a couple of points into Jump early on and a couple into Tumble later on.
Basically we want to maximize spell damage, find secret doors, increase negative energy damage, get up quicker when we're knocked down and be able to repair mechanical friends as needed. Concentration is not necessary because we are taking Quicken early on and all of our non-buff spells will be quickened for use in combat. The couple of points into Jump early are useful for navigation and combat in the early game. We don't need to put more than a couple of points in because our strength allows us to jump in the early game and the Jump spell eventually caps out at +31 and will easily get us to the 40 hard cap. The couple of points into Tumble are to let us roll away from trouble later on when trouble sometimes warrants rolling away from.
Feats:
1 - Two-handed Fighting, Insightful Reflexes (Human), Quicken (Wizard)
3 - Extend Spell
5 - Maximize Spell (Wizard)
6 - Empower Spell
9 - Spell Penetration
10 - Spell Focus: Necromancy (Wizard)
12 - Improved Two-handed Fighting
15 - Heighten Spell, Spell Focus: Evocation (Wizard)
18 - Improved Critical (Slashing)
20 - Spell Focus: Enchantment (Wizard)
We take all the metamagics that we do to get extended buffs, to get damaging AoE effects that we can fight in, to get high-powered single target damage spells for when a tough mob presents and to give us powerful crowd control spells when we need them.
The 3 Spell Focus feats will offer a choice of school specialization in Epic Destinies in the Magister destiny which is the one you will want to start in. This specialization will greatly increase the effectiveness of your spells in the chosen school as you level into Epics where things like DC's begin to really matter to a first-life character without much in the way of good gear.
We take the melee feats to allow us to be a continual source of AoE damage ourselves without relying on spell points for damage when they are not needed.
We are a melee Wizard with pure Wizard benefits. Our enhancements will wipe away most of the melee detriments that being a Wizard creates, including giving us a full base attack bonus and a pulsing heal that allows us to regain full health in just a few seconds as long as we can momentarily get away from combat if we need too.
Spells:
L1 - Expeditious Retreat, Master's Touch, Jump, Protection from Evil, Featherfall. All level 1 spells are to enhance play at early levels. Expeditious Retreat lets us run faster and Master's Touch lets us wield 2handed martial weapons without penalty. Protection from Evil protects against some CC spells and gives us +2 AC against evil mobs. Jump helps with navigation and lets us jump out of clusters of mobs when we need too. Featherfall is for when we want to jump down a great distance.
L2 - Detect Secret Doors, Grease. Detect Secret Doors sometimes finds things you might have trouble searching before you get True Seeing. Grease is for making your fellow adventurers slip and slide (just kidding...)
L3 - Lesser Death Aura, Blur. Heal yourself for enough to get from fight to fight - will not save you in a tough fight but will let you keep moving from shrine to shrine. 20% miss rate for attackers.
L4 - Knock, Gust of Wind. Unlock chests and doors that lead to chests and clear enemy environmental effects quickly before they mess you up.
L5 - Displacement, Protection from Energy. Emergency 50% miss rate for tough fights and 50+ elemental damage prevented which with our high hp build can get you through a lot of traps alive.
L6 - Haste, Heroism. Spells that help you fight at low levels and Haste will be good later on as well.
L7 - Death Aura, Dimension Door. In-fight heals that generally outpaces mob damage and a get out of jail free card that will save you many times as well as getting you back to the entrance of the instance when that seems right.
L8 - Wall of Fire, Stoneskin. Fire damage to fight in and 80+ points of physical damage prevented with a DR of /10 applied to each hit until the pool is gone.
L9 - Teleport, Niac's Biting Cold. Discover the Portable Hole, stackable cold damage for high hp mobs.
Note that from here on out I am listing only rare spells because all the other ones can be bought from the Portable Hole and scribed.
L10 - Eladar's Electric Surge, Symbol of Pain. Stackable electric damage, Area effect curse on enemy mobs.
L11 - Necrotic Ray, Acid Fog. Prime one-shotter against archers at range, Area effect Acid DoT to fight in.
L12 - Control Undead, Symbol of Fear. You won't use either of these but they are rare so I took them.
L13 - Otto's Sphere of Dancing, Delayed Blast Fireball. Effective mass crowd control against most mobs. The instant version of DBF is really good fire damage.
L14 - Repair Serious Damage-Mass, Symbol of Weakness. Rare spells.
Note that from now on all spells are rare so I'm reverting to picking the best spells for the build.
L15 - Otto's Irrestistible Dance, Summon Monster VIII. Great crowd control for single mobs without significant spell resistance, no save. Summons a Greater Air Elemental who will knock enemy mobs down and away, really good opener in a crowded fight because the odds on you getting swarmed go way down.
L16 - Black Dragon Bolt, Polar Ray. Two ray spells that do Acid and Cold damage respectively. Good situational spells for certain fights. You'll swap into and out of these at shrines along the way.
L17 - Mordenkainen's Disjunction, Wail of the Banshee. Remove spell traps with a single cast. Area of effect kill spell for living mobs.
L18 - Rend the Soul, Thunderstroke. Negative energy DoT. High damage electric spell.
L19 - Acid Well, Meteor Storm. High damage elemental spells that like Thunderstroke above you will rarely find necessary in the build.
L20 - Energy Drain, Hold Monster - Mass. You'll cast Necrotic Ray instead of Energy Drain. There are a few fights in the game where you will put Energy Drain in the book and use it. Same for Hold Monster, Mass where you will usually use Otto's Sphere of Dancing instead. A few fights you'd rather hold than dance because other mobs might clear your sphere and let their allies loose early.
You will have most of the spells in your spell book by level 17 or so. The spells listed above are mostly rare spells that cannot be bought at any vendor. All spells of spell level 8 and 9 are rare and you will inscribe them as they drop in quests or you find them on the auction house. You get to pick 4 spells at each spell level and won't need to worry too much about purchasing rare spells as they drop fairly often in higher level content.