First let me give you an idea of my play style, since that is what this build is designed to support. My main function is crafting, obviously, but how do I handle combat when I'm not crafting? Easy! Listed in order of usefulness:
- Minions/Buffs
- Necromancy
- Direct Damage Evocation and Debuffs
Next is Necromancy. My go-to spells in this category include: Horrid Wilting, Finger of Death, Undeath To Death. Horrid Wilting is good for classic AoE nuke situations. Finger of Death and U2D are insta-kill options depending on how much undead you are fighting.
Finally we have Direct Damage spells. Usually these are trash, but there are a select few instances when Flame Arrow or Isaac's Greater Missile Storm are good options (use metamagic though: Empower or Maximize!). Definitely use low level slots' equivalents of these to pull mobs (Magic Missile, Melf's Acid Arrow, etc) like you might using a bow. If you are in a raid and not purely on support (healing/applying Bigby's), this is pretty much the only way you can meaningfully contribute to DPS because your Golem and Mummy will go down very quickly no matter how good they are at keeping you alive and sustaining DPS in solo content. I would usually put a dedicated section on debuffs, but honestly the only ones I ever use are the Bigby's variants. Most don't allow a save, and they are best in class at locking down troublesome enemies. Interposing (prevent something from hitting you) and Grasping (prevent something from chasing you) are my two personal favorites.
The Bard dip at the end is primarily for dumping skill points saved during levelling from 1-39 to avoid cross-class skill costs. We are not actually using Bard Song to boost skills, as one might expect (because you need a minimum of 6 Bard levels to get a +skills benefit from Bard Song, and that hurts our Golem too much) .
Classes: Wizard 39 / Bard 1
Alignment: Chaotic Neutral (pretty sure the only thing this really affects is what Familiars are available to you to choose from)
Race: Airlou (-1 STR for +2 INT and some inherent SR - good trade)
School: General (If you can live without Divination spells - basically True Sight, Premonition, Find Traps, and Identify - then Necromancy is worth picking IMHO but I wanted maximum spell choice for making wands/scrolls/potions. Note that Knock and Ultravision are Transmutation, baby! Woohoo!)
Relevant Stats:
Stat: Naked (Buffed and with my current gear which is WIP)
Str: 7 (15)
Dex: 10 (13)
Con: 10 (14)
Int: 35 (46)
Wis: 8 (20)
Cha: 16 (25)
Note that the only stat that is really important here is Intelligence. The others you can play around with but Int must be as high as you can get it to start and every point received while levelling to improve must go there.
HP: 202 (282)
AC: 18 (55)
BAB: 20 (+22/+17)
SR: 10 (20)
Fort Save: 16 (38)
Will Save: 21 (44)
Refl Save: 16 (36)
Appraise: 40 (46)
Concentration: 43 (45)
Craft Armor: 68 (74)
Craft Weapon: 68 (74)
Heal: 42 (48)
Listen: 42 (48) [as an aside, combined with True Sight, you will also have a final rank of 55 in Spot)
Lore: 56 (62)
Spellcraft: 55 (61)
Tumble: 43 (43)
Use Magic Device: 46 (50)
Note that this gets us to 74 in Craft Armor and Craft Weapon, just 6 shy of the popular 80 breakpoint. We can make up for this in a couple of ways. The easiest is with Izu's Hammer of Fabrication. Get two and dual-wield them to reach the breakpoint. You might notice in the progression below I don't devote a feat selection to Martial Weapon proficiency, needed to use the hammers. I managed to find a pair of gloves which grants the feat that I keep in a magic bag along with the hammers so I can equip them. Worst case scenario, you can just swap out Toughness/Combat Casting (or some other less desirable feat not critical to the build).
My Finger of Death and Horrid Wilting Fort Save DC gets up to 41 which is enough to kill outright 99% of champ/hero type mobs in the level 30-40 areas, and makes gathering bounties very easy. You can also one-shot Umga Mages with Horrid Wilting if you either (1) sneak up on them before they buff up or (2) hit them with Mordenkainen's Disjunction first to strip their wards because they will fail to get save to halve damage fairly often when unprotected. HW, despite having the death descriptor, doesn't count as death magic for the purposes of immunity to death magic.
Progression:
Lvl 01 - Combat Casting, Toughness
Lvl 03 - Extend Spell
Lvl 05 - Spell Penetration
Lvl 06 - Empower Spell
Lvl 09 - Greater Spell Penetration
Lvl 10 - Maximize Spell
Lvl 12 - Skill Focus (Craft Weapon)
Lvl 15 - Skill Focus (Craft Armor), Spell Focus (Necromancy)
Lvl 18 - Brew Potion
Lvl 20 - Craft Wand
Lvl 21 - Epic Spell (Dragon Knight)
Lvl 23 - Greater Spell Focus (Necromancy)
Lvl 24 - Great Intelligence I
Lvl 26 - Epic Spell Focus (Necromancy)
Lvl 27 - Great Intelligence II
Lvl 29 - Epic Spell Penetration
Lvl 30 - Great Intelligence III
Lvl 32 - Great Intelligence IV
Lvl 33 - Epic Skill Focus (Craft Weapon)
Lvl 35 - Great Intelligence V
Lvl 36 - Epic Skill Focus (Craft Armor)
Lvl 38 - Great Intelligence VI
Lvl 39 - Epic Spell (Mummy Dust)
Note that the level you take Dragon Knight and Mummy Dust are interchangeable depending on what you need most. I use DK as basically an "emergency" summon if things are not going well. I chose to hold off on Mummy because my Golem was more than enough for most challenges. But there is an action economy advantage and so ultimately it makes it worth it to have two quality long-term minions (Golem + Mummy) as your entourage wailing away on things, and break out DK if stuff starts to go sideways on you. Swap out Combat Casting and Toughness for other stuff as you prefer (like the aforementioned Martial Weapon proficiency).
You can find additional advice of mine on spell choice in this reply: viewtopic.php?p=38172#p38172