AbdulAlhazred
Legend
Honestly, I'm going to suggest some things that others have neglected based on what I've experienced as the DM.
First lets analyze what your party is going to be doing and what they need. In terms of non-combat stuff they're going to be wanting some of those INT based knowledge skills like Arcana and Religion. Wis based ones like Dungeoneering, Nature, and Insight are not bad either. You're going to be the ONLY ritual caster, so you'll be doing a good bit of that and there are some Nature based rituals that can be worth having.
Tactically in combat the party's main issue is going to be strictly control. With a bow ranger and the artful dodger they can dish out plenty of damage backed up by the warlord and even S&B fighters can put out pretty reasonable damage. The front line is going to be fairly solid in all likelihood. What you're going to be wanting to do is minion clearance and making it so the enemy can't either easily outflank the front line or can't all close with it at once so the damage dealers can handle them piecemeal. High damage is not something you'll care about much at all. As long as you can put some reasonable damage out there when it counts that will be fine.
So I would build an Eladrin Wand Wizard. You'll be able to hit stuff pretty much every time you really need a hit without needing to go to the warlord for a buff. You get to use Eladrin Education for an extra skill, which is going to be pretty handy in this party too.
Don't bother with Thunderwave, its a decent power but you aren't going to be getting a lot of mileage out of it because its going to be tough to avoid hitting allies with it and frankly a push of one or two squares from close range when you can't use it on enemies already in the party's face is pretty worthless.
Scorching Burst is going to be an excellent at-will for you. It will clear minions left and right and with a high INT mod it does OK damage. Its not a GREAT control spell and there are better choices in AP but it works, ignores cover, and targeting reflex is not bad (will is better, but at least its not going vs fort).
Ideally you WOULD like the 2nd at-will to cover a different NAD, but you don't have a lot of good choices. TWave just isn't great and Ray of Frost frankly is pretty poor all around (slow at range 10 is pretty worthless). You could go with MM which fits your character concept and gives you an RBA which the warlord can toss you extra attacks with. CoD would be an OK choice as well but its not clearly better and range 20 is one of those things you die if you don't have when you need it (which is rarely, but when you do, you REALLY do).
I would go with Icy Terrain as your encounter power at level 1. Its yet another vs Reflex attack, but the real point is to be able to throw it out on a flank or catch a bunch of incoming skirmishers/brutes/soldiers and hold some of them back a bit so the melee guys can pick on them in ones and twos instead of all at once.
There is no choice for primary level 1 Daily. Flaming Sphere is simply so superior its not even a question of a choice. It gives great control since nobody wants to go near at (and can't go through it directly) which you can move around to block choke points, etc. Even in an open field battle you can do a lot of damage with it. I'd probably take Freezing Cloud for my backup daily as it works vs fort, has a BIG area for its level, and low level monsters are unlikely to want to go through it to get to you. I doubt you'll really use it, but at least it gives you a cold attack and something that isn't going on reflex in case you run into stuff that resists fire or something bizarre like that.
Definitely go for Shield as a utility power. Expeditious Retreat is not bad, but you have Fey Step which can already do about the same thing. Jump is a good second choice early on but you'll likely only use it once in a very long time.
For level 3 encounter power go with Icy Rays. Immobilized is a good effect and the damage is good. Again you are trying to slow down the enemy and keep them off your guys so they can be picked off one at a time or to thwart a flanking maneuver. Its also a great power for stopping "runners", which is something you may often be wanting to do.
As for a stat allocation I'd basically go with the fairly obvious. Take the 16/14/14/12/11/8 array and get 18 INT, 16 DEX, and 14 WIS. You can throw the 12 and the 11 in CON and STR which will be good enough to get you into hide armor at some point and a shield (it will be a while, but at least you can pick up the shield proficiency pretty quick).
You will have longsword to start with and you will be set for WotST or Battle Mage.
Go with Improved Initiative for your feat. With your DEX bonus at +3 and another +4 you will almost always go first in any fight. This allows you to drop in an area attack well ahead of the rest of the party so you can hand them a nicely canned tactical situation with Icy Terrain or blow up a wave of minions with Scorching Burst before anything else happens. Often before monsters can scatter and make it hard to mass target them.
First lets analyze what your party is going to be doing and what they need. In terms of non-combat stuff they're going to be wanting some of those INT based knowledge skills like Arcana and Religion. Wis based ones like Dungeoneering, Nature, and Insight are not bad either. You're going to be the ONLY ritual caster, so you'll be doing a good bit of that and there are some Nature based rituals that can be worth having.
Tactically in combat the party's main issue is going to be strictly control. With a bow ranger and the artful dodger they can dish out plenty of damage backed up by the warlord and even S&B fighters can put out pretty reasonable damage. The front line is going to be fairly solid in all likelihood. What you're going to be wanting to do is minion clearance and making it so the enemy can't either easily outflank the front line or can't all close with it at once so the damage dealers can handle them piecemeal. High damage is not something you'll care about much at all. As long as you can put some reasonable damage out there when it counts that will be fine.
So I would build an Eladrin Wand Wizard. You'll be able to hit stuff pretty much every time you really need a hit without needing to go to the warlord for a buff. You get to use Eladrin Education for an extra skill, which is going to be pretty handy in this party too.
Don't bother with Thunderwave, its a decent power but you aren't going to be getting a lot of mileage out of it because its going to be tough to avoid hitting allies with it and frankly a push of one or two squares from close range when you can't use it on enemies already in the party's face is pretty worthless.
Scorching Burst is going to be an excellent at-will for you. It will clear minions left and right and with a high INT mod it does OK damage. Its not a GREAT control spell and there are better choices in AP but it works, ignores cover, and targeting reflex is not bad (will is better, but at least its not going vs fort).
Ideally you WOULD like the 2nd at-will to cover a different NAD, but you don't have a lot of good choices. TWave just isn't great and Ray of Frost frankly is pretty poor all around (slow at range 10 is pretty worthless). You could go with MM which fits your character concept and gives you an RBA which the warlord can toss you extra attacks with. CoD would be an OK choice as well but its not clearly better and range 20 is one of those things you die if you don't have when you need it (which is rarely, but when you do, you REALLY do).
I would go with Icy Terrain as your encounter power at level 1. Its yet another vs Reflex attack, but the real point is to be able to throw it out on a flank or catch a bunch of incoming skirmishers/brutes/soldiers and hold some of them back a bit so the melee guys can pick on them in ones and twos instead of all at once.
There is no choice for primary level 1 Daily. Flaming Sphere is simply so superior its not even a question of a choice. It gives great control since nobody wants to go near at (and can't go through it directly) which you can move around to block choke points, etc. Even in an open field battle you can do a lot of damage with it. I'd probably take Freezing Cloud for my backup daily as it works vs fort, has a BIG area for its level, and low level monsters are unlikely to want to go through it to get to you. I doubt you'll really use it, but at least it gives you a cold attack and something that isn't going on reflex in case you run into stuff that resists fire or something bizarre like that.
Definitely go for Shield as a utility power. Expeditious Retreat is not bad, but you have Fey Step which can already do about the same thing. Jump is a good second choice early on but you'll likely only use it once in a very long time.
For level 3 encounter power go with Icy Rays. Immobilized is a good effect and the damage is good. Again you are trying to slow down the enemy and keep them off your guys so they can be picked off one at a time or to thwart a flanking maneuver. Its also a great power for stopping "runners", which is something you may often be wanting to do.
As for a stat allocation I'd basically go with the fairly obvious. Take the 16/14/14/12/11/8 array and get 18 INT, 16 DEX, and 14 WIS. You can throw the 12 and the 11 in CON and STR which will be good enough to get you into hide armor at some point and a shield (it will be a while, but at least you can pick up the shield proficiency pretty quick).
You will have longsword to start with and you will be set for WotST or Battle Mage.
Go with Improved Initiative for your feat. With your DEX bonus at +3 and another +4 you will almost always go first in any fight. This allows you to drop in an area attack well ahead of the rest of the party so you can hand them a nicely canned tactical situation with Icy Terrain or blow up a wave of minions with Scorching Burst before anything else happens. Often before monsters can scatter and make it hard to mass target them.