Best Wizard Build. [Archive] - Wizards Community

Post/Author/DateTimePost
Firhyanda

03-15-06, 05:34 PM
Greetings :)
I run D&D for several game groups and enjoy that tremendously but from time to time it’s nice to just set back and be a player. My wife has decided that I need a challenge as a player so I will be playing a solo mage in the forgotten realms campaign setting. Here are my restrictions no psionics and no unearthed arcane no third party anything else goes. And so toward this end I am trying to come up with the ultimate solo wizard build I definitely would like to play a generalist as opposed to a specialist. So I have broken the class down by mechanics I think will make a more powerful wizard. A sun elf will more then likely be used for this build. So our goals are max Feats Max Slots and Max power I hope you all can help me with this build.

Bonus Feats

I am looking for prestige classes for wizards that grant a Bonus Feat and or free metamagic feats your pick. All classes must also feature +1 level of existing spell casting class per level. I am trying to create the wizard build that will give me the max number of metamagic feats possible by 20th level without loosing any caster levels. Here is what I have been able to find so far. The question is can you come out ahead of the straight wizard build buy way of prestige classes in terms of metamagic feats that you can choose yourself?

Incantantrix Metamagic 1st, 5th, 10th MoF
Mage of the arcane order: free met magic feet at 2nd and 9th levels CA pg48.
Alienist: Metamagic secret at 3rd and 7th level.CA pg21.
Olin Gisir: Free item creation feat, free metamagic feat based on int elf only LEF pg 22.
Arcane Devotee: gets a bonus feat at 3rd level FRCS pg 40.
Red wizard: picks up a bonus feat at 5th level. FRCS pg 50.
Lormaster: DMG pg 191.

Bonus Slots

I am looking for all of the feats which grant extra spell slots here is what I have found so far are there any more you know of?

Extra Slot CA pg 79
Precocious Apprentice CA pg 181
Magical Training PGTF pg 41
Arcane Manipulation LEOF pg 6

Spell DC-increasing feats and or classes?
Hopefully without too many goofy restrictions.

Spell penetration feats and or classes.

Feats and or classes that raise skill points.
Subedei

03-15-06, 05:53 PM
Hmm, well wizard certainly isn't the first thing that comes to mind when I think of a good solo class, and pure wizard even less so. Hmmm, I don't think I really have much to offer to that, though I can suggest more multiclassed things =)
HaikenEdge

03-15-06, 05:58 PM
The best solo arcanist is a warlock, with the following invocation selection:

Baleful Utterance (locks, traps and things you need destroyed)
See the Unseen (detect invisibility)
Entropic Warding (protection from projectiles, untrackable)
Fell Flight (flying)
Flee the Scene (dimension door)
The Dead Walk (dead body meat shields)
Voracious Dispelling (dispel magic)
Chilling Tentacles (battlefield control)
Wall of Perilous Flame (ditto)
Repelling Blast (ditto)
Retributive Invisibility (stealth)
Word of Changing (save or die)

At early levels, you'll want Walk Unseen for stealth. Also, you might want Spiderwalk to avoid melees, and maybe Eldritch Spear to just stay the hell away from threats.
Firhyanda

03-15-06, 06:02 PM
Greetings :)

Thanks for taking a look Subedei and for the rest here what I am starting with at first level so far.

Unknown, Male Elf, Sun Wiz1: CR 1; Medium Humanoid (Elf); HD 1d4+3(Wizard) ; hp 7; Init +3; Spd 30; AC:13 (Flatfooted:10 Touch:13); Atk +1 base melee, +3 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CG; SV Fort +3, Ref +3, Will +4; STR 13, DEX 16, CON 16, INT 20, WIS 14, CHA 12.
Skills: Concentration +7, Craft (Alchemy) +7, Craft (Poisonmaking) +9, Decipher Script +9, Knowledge (Arcana) +11, Knowledge (Local - Silver Marches) +7, Knowledge (Religion) +6, Listen +4, Profession (Scribe) +3, Search +7, Spellcraft +9, Spot +4.

Feats: Collegiate Wizard, Scribe Scroll.
Firhyanda

03-15-06, 06:22 PM
HaikenEdge thanks for the input your answer is absolutely correct unfortunately it is not the answer to the question I asked some day I will most likely play a warlock but right now I am working on my solo mage.

Here’s the spell list I came up with for first level.
I get 8 spells for first level with an int of 20 and 3 more for the college wizard feat.

1. Color Spray: an excellent spell for crowd control at first level and one of a vary few area effect spells at first level this spells 15ft cone allows you to clear out large numbers of low level enemies if used carefully and is effective up through 3rd level see PBH pg210.
2. Mage Armor: +4 to Ac you will be casting this every major battle until improved mage armor becomes available or you find bracers of armor or a ring of protection etcetera. PHB pg249
3. Magic Missiles: You care because this spell never misses it lets you hit the UN -hittable and this spell is one of the few spells that you may vary well be using as a standard spell at level 20 +. PBH 251
4. Sleep: Its Maine advantages are its huge rang and that is a first level area effect spell this is my second choice for crowed control at first level note the 4HD limit. PHB 280.
5. Burning Hands: Burning hands area effect fire damage that’s nice. PHB 207.
6. Feather fall: a must have until fly becomes available. PHB 229.
7. Orb of sound lesser: Vary few creatures have resistance to sonic damage see spell compendium pg 151.
8. Wall of smoke: A great spell for ambushes at low level let the enemies come to you and become nauseated. See SC 235.
9. Light of Lunia: Excellent against undead the best anti undead spell available to a first level wizard SC pg 132.
10. Summon Undead One: Because zombie Kobold's Rock SC251.
11. Identify: Last but not least a must have. PHB pg243.
FiestFan

03-15-06, 06:41 PM
Greetings. I notice you list Magic of Faerun as the source material for Incantrix; Player's Guide to Faerun is the more recent - and at least equally powerful - incarnation of that PrC, and should be considered the default if you have that resource available. That said, there's a reason most of the 'default' Wizards in the CO Library have Incantrix levels, as it's one of the highest powered PrCs WotC ever published for an Arcanist. Sun Elf Wiz 5/Incantrix 10/Archmage 5 is the ordinary build, but for your requested parameters, Sun Elf Wiz 5/Incantrix 10/Mage of the Arcane Order 2/Arcane Devotee 3 (in whatever order you prefer) gets you those precious Metamagic Feats most efficiently.

For spells, even with your bountiful access, I'd hold off on MMissile until 2nd level, and opt instead for Ray of Enfeeblement, or True Strike. Ray of Enfeeblement is of more general utility against baddies, in my experience, because it incapacitates them more efficiently than the minor damage to HP that the MMissile does, while True Strike will allow your Elf to use his bow (hope you can afford the Longbow ;) ) to put down a wider range of baddies than MMissile.
Subedei

03-15-06, 06:49 PM
Well Fatespinner gives a lot of useful abilities, just stop taking it at level 4.

Isn't Alienist a bit...difficult to play if you don't have someone to do the talking for you?

If you throw in a little melee ability you wouldn't have to rely on spells all the time gaining a significant amount of endurance for the few 1st level spells it takes to buff you to acceptable performance levels. If you (or someone else) did want to do such a thing I've just noticed something while actually looking over alienist in detail for the first time - they become outsiders at 10th level. Outsiders are proficient with all martial weapons and therefore wouldn't require the 1st level of a martial class to qualify for Edlritch Knight and whatnot, not bad, perhaps I could do something with that later.

Skills could be a problem, Rogue and Ranger type skills especially. Not sure how to work that into a wizard easily. You could take leadership, but I get the impression you want to go at this entirely alone so I'll cross that out.
Subedei

03-15-06, 07:26 PM
How about...

Wizard 5/Incantatrix 8/Initiate of the Sevenfold Veil 7?

There's a nice synergy in the Incantrix and IofSV abjuration focus, although IotSV is pretty feat intensive to enter its abilities are fantastic. I've never been terribly fond of archmage, the only useful thing they get is Mastery of Counterspelling which is indeed quite nice but it doesn't look like one level of it can be fit in here. I think IotSV offers the best bet, especially if you're going solo and waiting until 13th level to enter it means you'll have plenty of time to pull the prereqs together with a bit less of an impact.

Mage of the Arcane Order will cost you feats to get into, I don't think you'd get much use out of Cooperative Spell. Same with Loremaster as it costs you Skill Focus (knowledge) to get into it.
Timlagor

03-15-06, 08:47 PM
Metamagic Feats are most definitely not the thing to be looking for in a PrC.

Look at the Class abilities. I think you should pick Fatespinner and I7V ..but I don't know Incantrix and judging from the amount it gets mentioned I suspect it's overpowered.
I7V has tremendous survival value.

As a Wizard you can usually find a higher level spell to substitute the need for Metamagic.

Spells:
I would change the Lesser Orb to Acid. Very few things will resist it and it does more damage.
Grease is notably absent from your list. I'd leave MM til second level for it.


Don't forget to buy yourself a horse and a bunch of riding dogs.
HaikenEdge

03-15-06, 09:35 PM
My bad, I didn't read you post thoroughly. I don't really play much Faerun, so it's hard for me to judge spells and such from that setting.

I know you have a limited amount of spells at gamestart, but here's a few more choices to consider:

Swift Expeditious Retreat: For those times you need to flee from your opponent, gain 30 ft. to your speed as a swift action. CAdv pg 149

Distract Assailant: Another swift action spell, target save or flat-footed. At lower levels, this equates to an AC 10 ranged touch attack; against agile opponents, it'll make it easier for your beasties to hit them. CAdv pg 146

Grease: Good for battlefield control, and very useful, imo. PHB pg ???
Subedei

03-15-06, 09:50 PM
I don't really like Incantatrix that much. It's just, well, boring.

Two bonus metamagic feats aren't bad, but that's nothing special.

Immunity to death effects and energy drain is fantastic.

The ability to use any one of your metamagic feats for free 1/day is nice.

Their 8th level ability Improved Metamagic is fantastic as well, reducing the cost of metamagic feats by 1 spell level.

Their other abilities are pretty much useless, there for flavor.

So really there's only one reason to take the class, but that reason is such a good reason as to make it worth it.
Endarire

03-16-06, 12:40 AM
If possible, get the first elf wizard substitution level from Races of the Wild.

-EE
Slyver

03-16-06, 01:43 AM
I don't really like Incantatrix that much. It's just, well, boring.

Two bonus metamagic feats aren't bad, but that's nothing special.

Immunity to death effects and energy drain is fantastic.

The ability to use any one of your metamagic feats for free 1/day is nice.

Their 8th level ability Improved Metamagic is fantastic as well, reducing the cost of metamagic feats by 1 spell level.

Their other abilities are pretty much useless, there for flavor.

So really there's only one reason to take the class, but that reason is such a good reason as to make it worth it.

Wow.

You really need to take a look at the 3.5 version of the class. It makes the 3.0 version look like a sunday school teacher. And it has zero abilities that are "there for flavor". For the OP it also gets 4 bonus metamagic feats and is better at applying them than any other class, in any book, ever.

For a solo wizard, there can't possibly be a better PRC. Since you are going solo I would recommend taking the leadership feat at six. One of the Incantrix's abilities is cooperative metamagic. A very nice little ability. A cleric or druid cohort would do wonders and compliment both your weaknesses and this particular strength quite nicely, although you may feel that that is no longer solo. If you do go that route you should try to optimize them both in conjunction.

For feats, in addition to metamagic feats, like persistent, twin, maximize, empower and whatever else you want, I recommend craft contingency spell. It is the single most powerful wizard feat imo. Don't leave home without it.

If you want a more fleshed out build and/or a co-optimized cohort let me know. I'll whip something up.

Slyver
Firhyanda

03-16-06, 01:45 AM
Greetings :)
Thanks to all for all the help.

Fiestfan: This build is in the lead so far.

5/Incantrix 10/Mage of the Arcane Order 2/Arcane Devotee 3 (in whatever order you prefer) gets you those precious Metamagic Feats most efficiently.

Subedei: This is also an interesting build.
Wizard 5/Incantatrix 8/Initiate of the Sevenfold Veil 7?


"Metamagic Feats are most definitely not the thing to be looking for in a PrC."

Timlagor: interesting theory but I entirely disagree which in part is why I am doing this build I think that by and large stacked Metamagic feats will always out power PRC abilities. Having said that the question is which of these metamagic feats is the most powerful. How should the following metamagic feats be rated with #1 being the most powerful and #13 the least, and is there a non item creation feat you would rather have?

Fell Drain (LM)
Empower spell (PHB)
Extend Spell (PHB)
Energy Substitution (CA)
Energy Admixture (CA)
Persistent spell (CA)
Maximize (PHB)
Twin Spell (CA)
Quicken (PHB)
Repeat (CA)
Chain (CA)
Twin (CA)
Energy Admixture (CA)
Explosive spell

HaikenEdge I think that this is a great suggestion for a spell.
Swift Expeditious Retreat: For those times you need to flee from your opponent, gain 30 ft. to your speed as a swift action. CAdv pg 149
Raum_ul_Amon

03-16-06, 02:54 AM
Just a quick little aside .. don't mean to hijack the thread or nothin.

Nobody likes the Explosive Spell Metamagic feat? I thought it was pretty nice when I first saw it, tho I haven't used it personally.
saru

03-16-06, 05:52 AM
Here is another wizard build :

wizard 7/Halruaan Elder 10/archmage 3

you will reduce cost of some metamagic feats and you will get signature spells to cast them spontaneously.
Firhyanda

03-16-06, 09:00 AM
Greeetings and thanks to all :plotting:

Slyver: Having just reread the incantrix in players guide to farune I must concur with your assessment of the class.

Endarire: that first substitution level for the elf from races of the wild is great for this character I will pick it up 5 spells per level free that’s crunchy goodness.

Raunulaman: I will add explosive spell to the feat list it’s a good one knock down is fun.

Saru: Ill take a look at halruaan elder and let you know but it sounds interesting

I am looking forward to seeing how every one rates the various metamagic feats.
Jaisin

03-16-06, 10:32 AM
Well, If you're looking at the Incantatrix route, I would seriously condsider a couple of levels of Halruaan Elder to get at least 1 use of Adroit Casting (or Metamagic, can't remember what its called) - forever reduces the cost of one metamagic feat by 1 to a minimum of 1.

Coupled with the Incantatrix ability to reduce all Metamagic feats by 1, and the practical metamagic feat from Races of the Dragon, you can Quicken Spell for only +1 level; or persist for +3, depending on whichever route you choose.

Another option would be Wizard 5/Incantatrix 10/Spellguard of Silverymoon 5. Spellguard nets you another 2 metamagic feats of choice, some limited spell-shaping, and some other cool abilities (as well as mythal attunement for free). Less feat intensive than archmage. . . but. . . using the Incantatrix from PGtF, you're going to need high Spellcraft checks so Skill Focus - Spellcraft and Percocious Apprentice will give you a +5 to that skill at low levels.

I'd consider taking a couple of flaws to pick up Precocious Apprentice and Collegiate Wizard at level 1, and maybe even Iron Will.

Must haves:
Racial Substitution level
Craft Contingent Spell
Extra Spell - Heal


I'd try to talk your DM into allowing Gestalt rules if you're going solo. Add Sorcerer for the ultimate arcane caster combo. Sorcerer 15/archmage 5//Wizard 10/Incantatrix 10 would be incredibly fun.

My thoughts.
Prominence

03-16-06, 10:43 AM
I second the Initiate of the Sevenfold Veil build if you're starting at higher levels. It just has more survivability effects than incantrix. The only problem is you need to be level 9 or so to take your first level in it.

That said, after you get craft contingency spell, you should have enough protection (if you're smart).

Another option is an Arcane Trickster. While it is no where near as powerful as the IotSV or Incantrix, you will have hide and move silent on your skill list. That's pretty handy if the DM wants to fling a dead magic area at you. You might want a back up that is not magic dependent. You'll also have listen/spot/search so you don't have to worry about ambushes and traps as much.
Human
1. Wizard [Collegiate Wizard] [Able Learner]
2. Rogue
3-6. Wizard
7. Ninja
8-17. Arcane Trickster
18-20. Anything

On another note, IIRC if you alter self into a glacier dwarf or midgard dwarf out of Frostburn you get CWI for free I think.

Gestalt I'd definitely have to be a Bard/chord gish on one side and Wizard/incantrix on the other.
sornet

03-16-06, 10:46 AM
Sun Elf Wizard 5/Harper Mage 2[3]/Incantatrix 10/Archmage 3[2]
+1st Racial Substitution Level
+Otherwordly [Collegiate Wizard]
+Sculpt Spell
+Extend Spell
+Persistent Spell
+Extraordinary Spell Aim
+Extraordinary Concentration
Lakom

03-16-06, 11:44 AM
If you are solo in a sense that you get one PC and since you said that everything goes, than IMO it really pays off to take the leadership feat and get yourself an artificer cohort...or rogue if eberron material is not allowed.

No feat IMO augments your power so much as the leadership feat ...besides isn't it nice to have all those slaves, ahem I mean followers...however if your wife is DMing you probably can't get so carried away with that is I like to ;) :embarrass .
Firhyanda

03-16-06, 01:00 PM
Greetings :)
Further research has shown that arcane devotee suffered a significant nerf from the FCS to PGTF. It looks like are best build will be Wizard/5 Incarnix/10 Olin Gisar/4 and Arch mage 1 for a total of 14 feats, because I would like to stay with the most current versions of each class. Here is the current Version of this build at level 1. Full build to follow at some point later today. A special thanks to Endarire for originally suggesting the elf sub level.

Unknown, Male Elf, Sun Wiz1: CR 1; Medium Humanoid (Elf); HD 1d4+3(Wizard) ; hp 7; Init +3; Spd 30; AC:13 (Flatfooted:10 Touch:13); Atk +1 base melee, +3 base ranged; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; AL CG; SV Fort +3, Ref +3, Will +4; STR 13, DEX 16, CON 16, INT 20, WIS 14, CHA 12.
Skills: Concentration +7, Craft (Alchemy) +6, Craft (Poisonmaking) +8, Decipher Script +8, Knowledge (Arcana) +11, Knowledge (Local - Silver Marches) +7, Knowledge (Religion) +6, Listen +4, Profession (Scribe) +3, Search +10, Spellcraft +9, Spot +4. Feats: Generalist Wizard, Collegiate Wizard, Scribe Scroll, Summon Familiar.*

Note: The Elf substitution level from races of the wild was taken giving this character
12 free spells at first level 8 for int 20, 3 for college wizard, 1 for generalist wizard and five free spells per level there after. Search becomes a class skill at first level also vary nice.

Here’s the revised spell list I came up with for first level.
I get 8 spells for first level with an int of 20 and 3 more for the college wizard feat and one for the elf substitution level in races of the wild.
I lost sleep but added these, Ray of enfeeblement. PHB and Swift Expeditious Retreat: For those times you need to flee from your opponent, gain 30 ft. to your speed as a swift action. CAdv pg 149

Jaisin: Great ideas, It may be that Halruaan Elder may be a must have for this build, looking in to that now. Must haves: Racial Substitution level done, these other two are great ideas, Craft Contingent Spell, Extra Spell – Heal the flaws and the gestalt characters are one of my few restrictions no unearthed arcane thanks.

Sornet: Ill take a look at harper mage also thanks..

Lakom: I agree with you about leadership unfortunately in this case solo means all by my self thanks.

Prominence: Ill take another look at Sevenfold Veil thank
Quijenoth

03-16-06, 01:15 PM
just a consideration regarding a solo wizard. it might be worth considering utilising your familiar in some way. Lost empires of faerun has a feat that allows your familiar to maintain concentraition on spells for you (hypnotic pattern, summon swarm seem to be fun uses for this). you need improved familiar but thats a bonus IMO since it means you can get more beef out your familiar with spells like augment familiar etc.

just my 2cp.
Slyver

03-16-06, 01:26 PM
Some of the worthiness of the metamagic feats are based on the build. I will rate them for an incantrix.

Some of the feats you had listed twice, others are pre-reqs for the ones below so none of those are listed.

1 Craft contingency spell
2 Persistent spell
3 Quicken spell
4 Twin spell
5 Empower = Maximize
7 Energy admixture
8 Chain ~ Explosive spell ~ Repeat ~ Fell drain (Fell drain is great with incantrix spell trigger metamagic)

The last ones are all useful, but none are must haves.

Slyver
Lakom

03-16-06, 01:27 PM
Hmmm if solo means totaly solo then I have to ask you what kind of adventures will you be pitted against?

If your enemies will be sneaky, you'll need to disable traps to get to the gold and so on a pure wizard isn't necesarly the best and you are in a greater need of a jack of all trades.

The best wizard that can really funcion like an entire party for me is

Human must feats: Able learner, Practiced spellcaster

rogue1/wizard5/daggerspell mage10/arcane trickster4

9 lvl spells with all the needed skills [Concentrate, Spot, Listen, Hide, MS, Search, DD, Tumble, Escape Artist, UMD] that you really need to be able to survive anything.
Slyver

03-16-06, 01:52 PM
Despite my other contributions to the thread, I must concur with Lakom. Without any NPC support your DM is going to have to be nice to you for you to be effective, which imo kinda defeats the purpose of the solo, non-gestalt restriction.

The Daggerspell mage build is head and shoulders above the non-supported uber-wizard for solo play. There are just too many things that can come up that you may not have the right spell memorized for. I have a slightly different DSM/AT that includes human paragon that is amazingly effective at pretty much everything if you are interested.

Slyver
saru

03-16-06, 03:03 PM
for total solo, i prefer :

cleric 1/wizard 5/Dweomerkeeper 10/Loremaster 4

You got arcane spells, can use divine spells via scrolls/wands/staff (for healing mainly), can cast spontaneously some spells, and lower cost of metamagic feats.
Firhyanda

03-16-06, 03:43 PM
Lakan,Slyver, Saru you are all quite right about the solo restrictions being difficult thats the challenge and the fun for me.. Well here is what I came up with for my elf wizard build; my thought was to compensate for the all alone solo issue by using summoning spells starting around 3rd level. This being at least in my mind much different then Npcs from leadership. He Halruaan elder would be great for this build unfortunately its humans only. Thanks to all once more.

Elf Wizard Build.Wizard 5/Incanterix 10 Olin Gisir 4/Archmage 1.

Level 1 Generalist Wizardry,Scribe Scroll,1 College Wizard. Summon Familiar
Level 2
Level 3 Iron Will PBH
Level 4
Level 5 LEOF Arcane Manipulation
Level 6 Craft wondrous Item, Empower spell
Level 7
Level 8
Level 9 Craft contingency spell,Explosive spell
Level 10
Level 11
Level 12 Maximize , Fell Drain
Level 13
Level 14
Level 15 Persistent spell, Extend Spell
Level 16 Craft Staff
Level 17
Level 18 18 Energy admixture
Level 19 Repeat
Level 20
Prominence

03-16-06, 03:59 PM
I still think the Daggerspell Mage build would be more survivable.

You may want to consider raising some undead, as they stick around longer than summoned creatures. Lesser Planar Ally works, too.
saru

03-17-06, 11:51 AM
Did you checked Selective Spell feat (it is in Shining South book)?

i always found it nice to cast a fireball at my feet, hit everyone in range except myself. Could be nice if you will use lot of summoned monsters : you send one ahead and you cast fireball near it. your spell damages everyone except your summoned monster.
Trance Kuja

03-17-06, 12:33 PM
Energy Admixture requires energy substitution as a prereq. which you don't have, I suggest dropping it altogeter since its not really worth it. As a solo character you really need Extra Spell (Heal) ao you can keep yourself in good shape. Repeat isn't that good of a choice either and I would suggest getting craft wand in order to make cheap, easily expendable wands that you can burn through with your metamagic tripper ability. Also since maximize is mathmatically inferior to empower, I suggest replacing it with Twin. Quicken is a must, so I suggest ditching the explosive spell for quicken.

Using Quicken, Twin, and Empower on a cheap (at higher levels that is) magic missile wand you can pull off 20d4+20d2+20 damage in one round at a cost of 13 charges. Add Fell drain to the equation if you plan to split the shots up amongst a large number of foes to deal 2 negative levels to everyone you hit for the cost of 2 additional charges.

Make sure you abuse thought bottle to keep xp costs for wand, staff, and contingency crafting down, although since you have no one to split xp and treasure with, you can afford to blow through more resources to take down your foes.
Slyver

03-17-06, 01:55 PM
Also since maximize is mathmatically inferior to empower,

Things change for an incantrix. Both together are VERY nice. +3 levels for a maximized, empowered spell? Yes please!

Despite that, a lot of other good advice there.


you are all quite right about the solo restrictions being difficult thats the challenge and the fun for me

I'm not entirely sure you got my point.


Without any NPC support your DM is going to have to be nice to you for you to be effective, which imo kinda defeats the purpose of the solo, non-gestalt restriction.

You are a wizard, low level. Quite simply there will be things you just will not be able to do. Content that will HAVE to be skipped due to your ineffectiveness. Secret doors you may have to spend hours looking for, etc.. Your DM will have to suffer through your glaring weaknesses just as much as you. Your DM will HAVE to make some things easier on you because a wizard just does not have the capacity to handle many things, especially at low levels. What I am saying is, you are making a build that will force your DM to lower the challenges, and in some cases, probably eliminate them, thereby defeating the entire purpose.

Now, a good DM will always do this. Nothing should be impossible, it should always be a challenge, some more than others depending on what both DM and players want. But to force your DM to capitulate (and it will happen, even if you both think right now it won't) to your complete lack of ability for certain things imo completely demeans the spirit of the adventure.

That aside, you appear to know what you are doing well enough and your build looks good, although you may want to consider some of the things trance mentioned. With the exception of maximize spell. ;)

If memory serves, contingent spell requires caster level 11. Might want to check that.

Slyver