A man stands atop a mountain spewing fireballs from his hands
King: What manner of man are you that can summon up fire without flint or tinder?
The man points and a ball of fire leaps from his finger exploding upon a far cliff
Man: I… am an enchanter
The man waves his staff and a towering jet of flame shoots forth. A crowd of knights murmur appreciatively
King: By what name are you known?
The man launches another fireball, and then a second, and finally in a paroxysm of gestures, a third, all of which explode most fiercely. The crowd of knights ooh and aaah in wonder
Man: There are some who call me… ‘Tim’
Tim the Enchanter
Level 20 True Neutral Halfling
This build is by request for the girl I am dating (a most excellent excuse, I’ve been wanting to experiment with Archmage). She is requesting a wizard that is min/maxed for enchantment at end game but still able to nuke as effectively as possible.
- Maximized crowd control on Epic
- Very good nuking throughout
- See how many spell points we can get
We are in a halfling-only guild and are therefore already giving up two possible INT but so it goes.
- Any more Enchantment DC or Spell Pen available somewhere I missed?
- Any more spell points available somewhere I missed?
- Why are the saves so low?
(32 Point) Base Ending Geared Strength 10 10 10 Dexterity 10 10 10 Constitution 16 16 22 Intelligence 18 30 39 Wisdom 8 8 8 Charisma 10 10 16
+1 Tome of Intelligence used at level 3 +2 Tome of Intelligence used at level 7
“Geared” includes only reasonably accessible kit – for instance it includes +3 exceptional INT from greensteel but does not include Litany of the Dead. I am not certain if a +2 INT tome would normally counts as reasonably accessible but in this case I have a spare to donate.
HP 305 (80Wiz + 20vitality +10draconic +60con +60conItem +45greensteel) BAB 10 Fort 17 (6wiz + 3con +3conItem +5resistItem) Reflex 11 (6wiz +5resistItem) Will 20 (12wiz + 3wisItem +5resistItem Spell Pen DC: 29 (20 + 4feats + 3enh + 2item) Evocation DC: 33-41 (10 + 1-9spell + 18INT + 2feats + 1item + 1archmage) Enchantment DC: 34-42 (10 + 1-9spell + 18INT + 2feats + 1item + 2archmage)
Saves are low. Why?
1000 Wizard 20 250 INT 75 INT item +6 25 Exceptional INT +2 105 Mental Toughness 110 Wizard Energy of the Scholar IV 400 Wizard Archmage V 200 Archmagi item 150 Greensteel -50 Archmage Spell Mastery I: Enchantment -50 Arcane Bolt -50 Archmage Secondary Spell Mastery I: Evocation -75 Archmage Spell Mastery II: Enchantment -100 Arcane Blast ==== 1990
The character builder is showing another 234 points but I can’t figure out why so am not including them.
Starting Ending Geared Balance 2 11 21 Concentration 7 30 48 Diplomacy 0 11 11 Jump 2 11 13 Repair 8 33 37 Search 4 21 25 Use Magic Device 2 11 11
UMD is probably a waste but I have to do something with the points…
Level 1 Spell Focus: Enchantment Level 1 Spell Focus: Evocation (Wiz Bonus) Level 3 Mental Toughness Level 5 Greater Spell Focus: Enchantment (Wiz Bonus) Level 6 Greater Spell Focus: Evocation Level 9 Empower Spell Level 10 Maximize Spell (Wiz Bonus) Level 12 Extend Spell Level 15 Heighten Spell (Wiz Bonus) Level 15 Spell Penetration Level 18 Greater Spell Penetration Level 20 Eschew Materials (Wiz Bonus)
I was surprised that there was no min level for Greater Spell focus. I could definitely see moving them both down the stack to get Eschew Material sooner. For that matter, Greater Focus Evocation may not be necessary at all. I’m not a huge fan of Quicken on wizards but I know there are those who insist on it, and if so, swapping greater spell focus evocation or perhaps Eschew Material for Quicken is certainly valid.
- Wizard Concentration IV
Wizard Lineage of Energy I
Wizard Lineage of Elements II
Wizard Lineage of Force III
Wizard Energy Manipulation I
Wizard Elemental Manipulation I
Wizard Force Manipulation III
Wizard Spell Penetration III
Wizard Energy of the Scholar IV
Wizard Intelligence III
Wizard Archmage V
Archmage Spell Mastery I: Enchantment
Archmage Spell Mastery II: Enchantment
Archmage Secondary Spell Mastery I: Evocation
Wizard Master of Magic
It might be more effective to drop Arcane Bolt and Blast, save 150 SP, and put all of the enhancements into the Fire/Cold line. But this looks fun too and is a better exercise of the new capabilities.
Notice that there are no spell-like abilities except the unique new Arcane damagers. My opinion is that SLAs that duplicate existing spells are a useless mana burden to a wizard. Just take the spells: there are plenty of spell points to pay for them when needed.
This build created using
Character Plan by DDO Character Planner Version 3.51
DDO Character Planner Home Page
Thanks to Ron and the Planner team!
- Forgot false life. Updated and added 30 hit points