Abilities – Constitution is a very helpful to a witch or wizard due to their low hit die. Intelligence, also plays an important factor, as it determines the number of skill points received each level, and several of the key skills focus on Intelligence. Wisdom helps provide keen insight, and helps to improve other spellcasting skills. Charisma is useful, as it helps them in the social aspect, as well as other important skills.
Alignment
Hit Die – d6
Class Skills
The Wizard/Witch's class skills are Balance (Dex), Broomstick (Dex), Charms (Wis), Concentration (Con), Curses and Counter-Curses (Cha), Divination (Cha), Handle Animal (Cha), Herbology (Wis), Knowledge (Astronomy) (Int) Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)
Skill Points at 1st Level (6 + Int modifier) ×4.
Skill Points at Each Additional Level 6+ Int Modifier
Wizard/Witch
Class Features
House Chosen- At first level the wizard/witch enters the Hogwarts School of Witchcraft and Wizardry. When they enter the school they must choose one of the four houses. The four house are Gryffindor, Hufflepuff, Ravenclaw, and Slytherin. Upon joining the house the receive certain benefits the benefits are as follows
Gryffindor- Gryffindor's are supposed to be brave, and courageous people. They are true to their friends and can often go into situations that are beyond their abilities. As such Gryffindor's gain a +2 morale bonus to will save against fear effects. In addition they gain a +2 bonus to Sense Motive checks. They also gain Sense Motive as a class skill.
Hufflepuff- Hufflepuff's are people who value loyalty, hard work, and honesty. In addition they also gain a +2 against mind affecting effects that would change their attitude to the caster. As such they gain a +2 bonus to Diplomacy checks. They also gain Diplomacy as a class skill.
Ravenclaw- Ravenclaw's value ingenuity, creativity, intelligence, and curiosity. They are often called bookworms and often spend time studying. As such, they gain an additional 4 skill points at character creation. They also, gain +2 bonus to all intelligence checks for solving questions that involve the use of any knowledge skill.
Slytherin- Slytherin's value cunning, ambition, sneakiness, and cleverness. They are often loathed by the peers for the things they do. As such they gain a +2 bonus to Bluff checks. They also gain Bluff as a class skill. Finally, if a Slytherin acts first in the first round of combat they gain +1d6 to their damage roll for any attack they make that succeeds.
Magical Counterspelling- Early in their career of magic wizards and witches must learn how to undo spells they've cast or to block spells that would hurt them. Early in their training, wizards/witch's learn to block or deflect attacks directed at them and their companions. Once per round, a wizard/witch can attempt to negate a ranged magical attack targeted within 10 feet +5 ft per 3 class levels. This attack must be directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.
Additionally, a wizard/witch has the option of reserving iterative attacks in order to gain more Magical Counterspelling attempts. Whenever she makes a full-round attack, a wizard/witch may choose to forgo a number of iterative attacks, gaining a number of additional Magical Counterspelling attempts equal to the number of attacks the wizard/witch reserved. Regardless of how many attacks a wizard/witch forgoes, she cannot use more Magical Counter spelling attempts than they have iterative attacks due to high Base Attack Bonus. These subsequent Magical Counterspelling attempts do not count as actions, and can be used any time during the round, even when it is not the wizard/witch's turn.
For example, a 15th level wizard/witch's Base Attack Bonus allows them to make 3 iterative attacks. If they decides to make a full-round attack, they can reserve as many as 2 of these attacks in order to gain 2 additional Magical Counterspelling attempts (bringing the total to 3 for that round).
Magical Blast DC 15 Curses and Counter-Curses- At second level the wizard/witch, gains the ability to cast magical blasts from his or her wand. The wizard makes a ranged attack roll against an opponent as well as a DC 15 Curses and Counter-Curses check. Should they succeed, on both checks the spell does 1d6 points of damage. If targeted against objects the spell ignores the first 5 points of the objects hardness. You may cast as many magical blasts as you have iterative attacks per round. The spell increases in power to deal 2d6 at 8th level, 3d6 at 14th level, and 4d6 at 20th level.
Bonus Feat- At 5th level the wizard/witch gains a bonus feat from the following list.
Apparation, Focused Spell, Increased Spellcasting, Natural Born Flier, Skill Focus, Weapon Focus (Wand).
Natural Affinity- As a wizard/witch gains knowledge and experience they unlock hidden potentials within themselves. At fourth level they gain a +1 bonus to either, Charms, Curses and Counter-Curses, Divination, and Transfiguration. Once this skill is chosen all the bonuses from this class feature only apply, to this skill. Every 4 levels after this they gain an additional +1 bonus to a total of +5 at 20th level.
Non-Verbal Magic Template DC +15- At 6th level a wizard or witch gains the ability to cast spells without speaking. Doing so provides an element of surprise, and anybody attempting to Counterspell a non-verbal spell suffers a -4 penalty to their Counterspelling check.
Spell Limit- Each character has a set number of spells they are able to learn. They are able to learn up to a toal their spell limit overall from the following schools of magic which are Curses and Counter-Curses, Charms, and Transfiguration. Also, they can have a number of known potions for the Potionmaking skill equal to their Spell Limit.
Wandless Magic Template DC +25- At 10th level a wizard or witch gains the ability to casts spells without the use of a wand. They do not need to say the words to the spell. However, they must have their hands free to be able to do this, otherwise it is impossible to cast Wandless Magic.