I had a couple of different wizards in my mind. Summoners seemed generally weak, cold wizards seemed to be decent, and Epic Orb Wizards are just plain unfun; winning a battle with a single spell just doesn't make a fun evening. So I combined the 3, and I think it worked.
Optimized for fun (and with a pretty effective panic button too), I present you:
THE FROZEN SUMMONER
Level 30Eladrin Wizard - Rimetongue Caller - Winter SovereignSTR 10,
CON 22,
DEX 17,
INT 26,
WIS 15 ,
CHA 13
Hitpoints: 186
Defenses: AC 45, Fort 45, Ref 47, Will 42
Items: +6 Earthroot Staff, +6 Displacer Starleather Armor, +6 Brooch of Vitality, +5 Architect's Staff, +5 Orb of Inescapable Consequences, +1 Defensive Staff, Phrenic Crown (epic), Tome of Arrest +1
Feats: Epic Fortitude, Epic Reflexes, Spell Focus, Vengeful Summoner, Arcane Mastery, Paragon Defenses, Arcane Admixture (Cold, Wall of Fire), Improved Staff of Defense, Improved Tome of Binding, Lasting Frost, Leather Armor Proficiency, Toughness, Implement Expertise, Careful Summoner, Arcane Fire, Wintertouched, Second Implement Mastery (Tome of Binding), Background (add Primordial to languages known)
Powers:
At-Will: Illusory Ambush, Scorching Burst
Encounter: Crushing Titan's Fist, Wall of Winter, Freezing Bolts, Sequestering Force
Daily: Summon Living Mountain/Greater Ice Storm, Prismatic Spray/Summon Abysmal Horde, Summon Rimefire Brute, Summon Black Devourer/Evard's Black Tentacles
"Summoned Creatures"
Show
(Assuming they are called with Icy Calling and selected with Winter's Bite)
Living Mountain
Huge, 94hps+10temp; AC 50, F50, R48, W43;
Speed 3, Frostbite Aura 1 (10 cold damage), Immune to cold
Melee Reach 3, +32(+34 with CA) vs Fort, 2d8+1d6+20 cold damage and knock prone
Close Burst 5 (enemy only), +32(+34 with CA) vs Fort, 1d10+1d6+20 cold and knock prone
Abysmal Horde (3 creatures)
Medium, 94hps+10temp; AC 46, F46, R48, W43;
Speed 6, Frostbite Aura 1 (10 cold damage), Immune to cold
Melee 1, +32(+34 with CA) vs Ref, 3d6+20 cold damage (one attack per creature)
Black Devourer
Large, 94hps+10temp, AC 50, F46, R48, W47;
Speed 5, Frostbite Aura 1 (10 cold damage), Immune to cold
Melee Reach 2, +32(+2 CA, +4 grabbed) vs Ref, 2d4+1d6+20 (+4 if grabbed) cold damage and target is grabbed.
Knocks prone with opportunity attacks.
Rimefire Brute
Large, 94hps+10temp, AC 48, F50, R48, W43;
Speed 5, Frostbite Aura 2 (10 cold damage), Immune to cold
Melee Reach 2, +32(+34 with CA) vs AC, 2d10+1d6+20 cold and knock prone.
1/encounter, Clost Blast 3, +32(+34 with CA) vs Fort, 2d8+1d6+20 cold and immobilized (save ends)
Tactics:
The frozen summoner himself doesn't like combat very much, he'll stay in the background as much as possible. He loves being invisible, sitting in a mansion or flying above the battlefield on his raven while commanding his summoned monsters do the fighting.
His standard tactic is as simple as it is effective: Put enemies in a place that hurts them, and keep them there.
He uses the Architect's Staff to summon a Wall of Fire or Wall of Winter on top of his enemies. Then, he blocks as many exits as possible (if not all) with Illusory Wall (or wall of Ice if he wanted them dead quicker). Enemies that manage to find a way out, are prevented from leaving by the Summoners allies.
If allies are unwilling to assist the Summoner's cunning plan, he creates new (and better) allies. The Chainbearer can slide enemies back into painful places (or away from the Summoner), The Black Devourer can grab enemies while himself ignoring the icy cold. Abysmal Hordes use their numbers (not to mention their triple damaging auras) to encourage enemies to stay where they are. Rimefire Brute knocks enemies prone, as does The Mountain, who also, well... just stands in the way really. Did I mention they all have a damaging aura too?
Since nearly every attack is cold, you and your pets will have constant Combat Advantage and their aura and attacks will deal extra damage too.
The summoner tries to only spend action points on regaining his daily powers with Arcane Mastery. He doesn't like to get tired.
Oh, before I forget to mention: always have a backup plan!
Plan B, which is more effective (but a lot less fun at the table):
When in trouble, pull out your Orb of Inescapable Consequences and hit (or miss, it doesn't really matter) your enemy(ies) with a chilled Prismatic Spray. They won't like it, or the
-16 to the save they need to get out of that nasty stun and damage effect. Also, with a little luck, the enemy will be petrified indefinately thanks to Frozen in Ice.
Only use this in case of extreme emergency though, because let's face it, Orb Wizards are fun for a theoretical build, but noone wanted to win the game in a single round... just know that you can should you need to.
"Level 1"
Show
The Frozen Summoner
Eladrin Wizard(/Rimetong Caller/Winter Sovereign)
STR 8, CON 15, DEX 15, INT 18, WIS 13 ,CHA 10
Defenses (With non-magical Staff and Leather Armor) AC 17, Fort 12, Ref 14, Will 12
Feats: Leather Armor Proficiency, Background (add Primordial to languages known)
Powers:
At-Will: Illusory Ambush, Scorching Burst
Encounter: Grasping Shadows
Daily: Summon Fire Warrior, Flaming Sphere
"Level 2-10"
Show
Lvl2: Feat:Toughness, Utility: Shield, Phantasmal Terrain
Lvl3: Encounter: Icy Rays
Lvl4: +1 Int, +1 Con, Feat: Implement Expertise
Lvl5: Daily: Stinking Cloud, Summon Abyssal Maw
Lvl6: Feat: Careful Summoner, Utility: Wall of Fog, Summon Iron Cohort
Lvl7: Encounter: Winter's Wrath
Lvl8: Feat: Arcane Fire, +1 Int, +1 Con
Lvl9: Daily: Wall of Fire, Ice Storm
Lvl10: Feat: Wintertouched, Utility: Blur, Illusory Wall
"Level 11"
Show
Level 11
Eladrin Wizard/Rimetong Caller/Winter Sovereign
STR 9, CON 18, DEX 16, INT 21, WIS 14 ,CHA 11
Hitpoints: 78
Defenses: AC 24, Fort 20, Ref 22, Will 19
(Summons have 39hps, AC 25, Fort 21, Ref 23, Will 20 and deal +4 damage)
Powers:
At-Will: Illusory Ambush, Scorching Burst
Encounter: Grasping Shadows, Icy Rays, Winter's Wrath, Wall of Winter
Daily: Summon Fire Warrior/Flaming Sphere, Stinking Cloud/Summon Abyssal Maw, Wall of Fire/Ice Storm
Items: +2 Architect's Staff, +1 Staff of Defense, +2 Leather Elven Battle Armor, +2 Cloak of Resistance, +1 Tome of Arrest
Lvl11: Feat: Second Implement Mastery (Tome of Binding), All Stats +1
"Level 12-20"
Show
Lvl12: Feat: Lasting Frost, Utility: Icy Calling
Lvl13: Encounter: Frostburn (replaces Grasping Shadows)
Lvl14: Feat: Improved Tome of Binding, +1 Int, +1 Con
Lvl15: Daily: Summon Chainbearer, Wall of Ice (replaces Fire Warrior, Flaming Sphere)
Lvl16: Feat: Improved Staff of Defense, Utility: Summon Diamond Falcon, Greater Invisibility
Lvl17: Encounter: Crushing Titan's First (replaces Icy Rays)
Lvl18: Feat: Arcane Admixture (Cold, Wall of Fire), +1 Int, +1 Con
Lvl19: Daily: Summon Black Devourer, Evard's Black Tentacles (replaces Stinking Cloud, Summon Abyssal Maw)
Lvl20: Feat: Paragon Defenses, Daily: Summon Rimefire Brute
"Level 21"
Show
Level 21
Eladrin Wizard/Rimetong Caller/Winter Sovereign
STR 10, CON 21, DEX 17, INT 24, WIS 15 ,CHA 12
Hitpoints: 136
Defenses: AC 36, Fort 33, Ref 34, Will 30
(Summons have base 68hps+10temporary, +1 all defenses and deal +5 damage)
Items: +4 Displacer Feyleather Armor, +4 Earthroot Staff, +4 Brooch of Vitality, +3 Tome of Arrest, +3 Architect's Staff, +1 Defensive Staff
Powers:
At-Will: Illusory Ambush, Scorching Burst
Encounter: Wall of Winter, Winter's Wrath, Frostburn, Crushing Titan's Fist
Daily: Summon Chainbearer, Blast of Cold, Summon Black Devourer, Evard's Black Tentacles, Wall of Fire, Ice Storm
Lvl21: Feat: Arcane Mastery, All Stats +1, Retrain: Robust Defenses (lose Paragon Defenses)
"Level 22-30"
Show
Lvl22: Utility: Time Stop, Mordenkainen's Mansion, Feat: Wizard Implement Expertise
Lvl23: Encounter: Freezing Bolts (Lose Winter's Wrath)
Lvl24: Feat: Vengeful Summoner, +1 Int, +1 Cha, Winter's Bite (ED Feature)
Lvl25: Daily: Prismatic Spray, Summon Abyssal Horde (Lose Wall of Fire, Ice Storm) Retrain: Arcane Admixture now affects Prismatic Spray
Lvl26: Feat: Spell Focus, Utility: Rime Armor
Lvl27: Encounter: Sequestering Force (Lose Frostburn)
Lvl28: Feat: Epic Fortitude, +1 Int, +1 Con
Lvl29: Daily: Summon Living Mountain, Greater Ice Storm (Lose Chainbearer, Wall of Ice)
Lvl30: Feat: Epic Reflexes, Frozen in Ice (ED Feature)
Q: Wait, you're summoning with a Tome while wielding an Earthroot Staff in one hand and a Defensive Staff in the other? (And other implement-related issues.)
A: Thanks to mage hand, it's only a minor action to switch implements. The only reason we actually want a Tome is because of the damage bonus your summon gets from Tome of Binding. The summoning spells are minor actions and are ranged so can be put right next to the enemy, spend a move(changed to minor) action to stuff the Tome in your backpack and get something that's actually useful and you still have a standard action left to command the attack.
Please comment, please be polite. (This is the first complete build I post, all fixes and pointers to make things shinier are welcomed.)