Mithral Scarab

Morrigan.'s page

98 posts. Alias of Jenrah.


Full Name

Morrigan

Race

Elven Shadow Witch / 2

Classes/Levels

HP 13/13 | AC 13 Tch 12 FF 11 | Fort +2; Ref +2; Will +4 | Init +2\ Perc +5/7 (Familiar=+10) | S Motive + 7/9 | Stealth

Gender

Female

Size

Medium

Age

Old

Alignment

LN

Deity

None

Location

Margreve

Languages

Trade Tongue, Sylvan, Elvish, Gnomish, Umbral, Ankeshelian

About Morrigan.

In the Margreve; Before the roads

Appearance & Background:

When I first awoke into this world, it was with a vague feeling of numb coldness, as if I were aware of someone else shivering, but not really feeling it myself personally. The next I remember was a fleeting impression of looking up; as if from lying on my back and staring up at the sky - glimpses of a pale, ghostly moon overhead, etched and framed by bare winter branches. The sensation of something skittering by next to my ear, then darkness as my eyes closed once more.

The next I awake it is with a sudden start, my throat closing as I claw for breath. Wide eyed, I look down to see the scorpion. It strikes. Searing pain, I can’t move. I hear the mournful cry of wolves in the distance, but coming closer. It skitters across my chest, it’s tail brandished threateningly, or so I think. I feel its poison course through me like fire. I twitch, muscles long ago atrophied come to life. The wolves cry again. No, not wolves, much worse than wolves. And very near now. I scramble to my feet, the shadowy forest lurching and spinning dizzily around me. I take a step, then another. A third, and I am running. My clothes, long since rotted, are torn away by clawing branches that reach for me. The scorpion grips me, claws digging into my shoulder for purchase. I pay it no heed now. Odd, that.

The shadowy hounds chase, drawing nearer, nipping at my heels. One leaps for me, teeth bared and reaching for my throat. I scream, falling backwards, tripping on something in the dark. The beast grips me, teeth snapping closed just as it suddenly ‘poofs’, drifting apart as if mist dispersed in an instant by the sun. I feel laughter, amusement. I can’t tell if it is someone nearby that I hear or if it is my own laughter, echoing within a mind overwrought.

“You are not done as yet, Morrigan.” The voice is deep, resonant. I frown. That is not my name. I open my mouth to say as much, frown again. I can’t remember my name – I can’t remember anything. My throat goes dry.

“Go, you cannot stay here. The hour is passing and gone.” The voice commands, and then it also is gone, like time past. I feel suddenly empty. My knees are wobbly. Who am I? I wonder, a moment of panic gripping me. Movement grabs my attention. A flutter of wings as a crow stares down at me from a branch above. Dark wings, dark words. The phrase leaps into my mind from I know not where – an echo of a forgotten past. The crow opens his beak and croaks. “Mooor!” I blink, staring at him. He cocks his head to the side in the manner of birds, his eye unnaturally upon me. “Mooor – a pause – eeKan!!” I run, fleeing as the crow mocks me, his raucous croaks pursue me into the night. “Moooreekhan Moooreeegan… Mooorighan…. Morrrigan!!”

--------------
Background:

Morrigan was born and given the name Seliniel some nine hundred and some years ago. Back when the elves were still a power in Midgard. Her father was an ambassador, her mother an enchantress. She came of age at about the time of the Black Sorceress’ Revolt, some 800 years ago. Indeed, it was during her naming ceremony that her settlement came under attack, the human forces bolstered by dark summonings and worse – traitor elves who had thrown in with the shadow.

Seliniel’s people did not stand a chance, taken by surprise as they were. One by one they fell as some, her father included, tried to organize a defense. Besieged and without hope, Seliniel’s mother took her by the hand and produced one of the keys to the fey-roads. Together they fled.

But as fate would have it the road was not safe. Twisted and corrupted, the ways themselves rose up against them even as they were pursued by horrors behind. They became separated. Siliniel, not knowing how the fey roads were traveled (not that it would have mattered as twisted as they had become) left the road in order to escape her pursuer and was subsequently ensnared in a trap, her body held in stasis outside of what we know as time, and her mind asleep as first days then months then years, decades, and even centuries passed in the mortal realm.

How she broke free is a mystery. She certainly has no idea herself. The first conscious memories she has was that of waking in what she later learned to be the Margreve. Perhaps it was the presence, the ‘voice’ she heard that was responsible. But who he was is as much a mystery as everything else. A god? A spirit or ghost from her past? Or one of the denizens of the shadow realm? What is his purpose, this strange benefactor? Only he can say.

Random bits as they come to me:

Siliniel – Morrigan now – remembers little to nothing of her past prior to waking. She has an awareness that there was one, but of that life, there is nothing, like voids in her mind. However, sometimes she will just happen to –know- things without knowing how she knows them - random bits of knowledge that will pop into her mind, when she doesn't concentrate too hard. She gets dreams, often nightmares, but also sometimes images, feelings, impressions that skim the surface of what might have been, but they thus far have skittered away as she tried to focus on them.

The ‘voice’ has not since made itself known.

In addition to losing her memories, Morrigan has also missed out on the better part of a thousand years of history. The world she once knew no longer exists. The kingdoms have changed, the customs, even her own people are, in a practical sense, gone. While she may not always remember the specifics of what once was, she is aware enough to know that what is, shouldn’t be, and this is a source of uneasiness to her. Things feel -alien- for lack of a better word.

The Margreve itself seems to have accepted her presence, sheltering her as her body, long unused, began the process of returning from atrophy.

She has taken to disguising her elven heritage if she can when in the company of others, having experienced on multiple occasions the ‘excitement’ it tended to illicit. Because of this, she is typically uneasy and even skittish around others until she gets to know them, and for the longest time preferred solitude - even though it would normally go against her natural inclination. It was often... safer.

However, she has begun to search for answers to the holes in her mind – and that means by necessity the company of others. Hearing of the arcanist collegium in Zobeck, she decided that this is likely the best (and at least, the nearest) place to seek answers to the questions nagging her mind: Who is she?

Though she desires the company of others, her strange history being quite apart from civilized society combined with the effects of being in the twisted fey roads for so long have left Morrigan lacking in many of the social graces, particularly in regards to the modern cultures today.

Appearance:

The elven woman is lithe and many would consider her almost too thin, even for an elf. She has a wispy and otherworldly quality to her. Her strength never did really return to her atrophied limbs, and she often struggles with anything athletic, this despite being otherwise naturally graceful.

While she was born with silvery-blond hair, it has darkened considerably since the awakening of her powers. The color of her eyes, once a bright violet, have drained of color while she held unconscious on the fey roads, almost as if bleached. Today they are a pale and colorless hue that to some could be intimidating when she stares at them.

Morrigan's awkwardness and occasional bouts of temper are tempered by her curiosity and steadfast loyalty to those few she names friends. Her mind is analytical and she approaches things in a methodical, calculating manner that leads more quick-natured people to think she is 'slower' than she actually is.

Ability Scores:

Ability Scores
Str: 8 | -1
Dex: 14 | +2
Con: 12 | +1
Int: 18 | +4
Wis: 12 | +1
Cha: 13 | +1

Status: 7

Combat Stats:

Initiative: +2 (+2 Dex)
Speed: 30 ft.

Defense:

Initiative: +2 (+2 Dex)
Hit Points: 13/13
CMD:
AC: 13 (+2 Dex, +1 Armor)
Touch: 12 (+2 Dex)
Flatfooted: 11 (+1 Armor)

Saves:
Fort: +2 (+1 Con, +1 Forlorn)
Ref: +2 (+2 Dex)
Will: +4 (+3 Class, +1 Will) (+2 vs Enchantment)
Immunity: Sleep

Offense:

BAB: +1
CMB: +0 (BAB -1 Str)
Melee Touch +0; Ranged Touch +3
___________________________________
Dagger: -1; 1d4-1 - 19-20x2; range 10’
Lgt Crossbow: +3 ; 1d8 - 19-20 x2; range 80’

Arcana & Witchery:

General Magic Stats:
Spell Save DC: 14 + Spell level
Spell Failure Chance: 0%
Caster Level: 2
Vs Spell Resistance: +4
Concentration: +6
Melee Touch: 0; Ranged Touch: +3

Hexes

Healing Hex (1d8+2)(Su)
Evil Eye (7 rounds, DC15)(Su)

Spells Prepared

Cantrips: 4 / 4 DC: 14
Detect Magic
Guidance
Read Magic
Stabilize

Level 1: 3 / 3 DC: 15
Ear-Piercing Scream
Leaf Armor (variant of mage armor, Tales of Old Margreve Webenhance)
Unseen Servant

Skills, Knowledge, & Language:

Ranks per level:
(2+Int)*lvl (12 total, 12 spent)
(2)*lvl Background (4 total, 4 spent)

Background Skills
+4 Appraise
--- Artistry
+4 Craft
--- Handle Animal
+5 Linguistics (1R)
+8 Lore (Margreve) (1R)
+1 Perform
+3 Profession (all, see feat Breadth of Exp)
+4 Sleight of Hand (2R)

Knowledge (See feat Breadth of Experience)
+10 K Arcana (1R)
+6 K Dungeoneering
+6 K Engineering (Background Skill)
+6 K Geography (Background Skill)
+6 K History (Background Skill)
+6 K Local
+10 K Nature (1R)
+6 K Nobility (Background Skill)
+6 K Planes
+6 K Religion

Adventuring Skills
+2 Acrobatics
+1 Bluff
-1 Climb
+1 Diplomacy
+1 Disguise
+2 Escape Artist
+2 Fly
+5 Heal (1R)
+5 Intimidate (1R)
+5 Perception +7 w/Familiar (2R)
+2 Ride
+7 Sense Motive (2R - Suspicious Trait)
+8 Spellcraft (1R)
+3 Stealth (1R)
+1 Survival
-1 Swim
+6 Use Magic Device (2R)

Languages:
Trade Tongue
Elvish - language of the Elflands, the River Court, Grand Duchy's Court, and elsewhere. Remarkably unchanged over the past 2000 years. Old Elvish (Thornish) can still be read (-2?)
Ankeshelian - A dead human language over 3000 years old, its runes and glyphs are still used in magical writing today. (those who speak it can use read magic 1/day)
Gnomish - a dialect of Elvish, with many words borrowed from infernal. Those who speak it gain a +1 to the DC of their illusion and enchantment spells 1/day.
Umbral The language of the shadow elves, a corrupted dialect of Elvish. Those who speak it gain +1 to a Stealth check 1/day.
Sylvan?

Feats & Traits:

Traits:
Forlorn (Racial, +1 Fort)
Suspicious (Social, +1 Sense Motive, becomes CS)

Feats:
Breadth of Experience (+2 on all Knowledge and Profession, can make checks untrained)

Specials:

Elven Immunities: +2 racial bonus vs enchantment spells & effects.
Elven Immunities: Immune to magical sleep effects.
Elven Magic: +2 racial bonus on caster level checks to overcome spell resistance.
Elven Magic: +2 racial bonus on spellcraft checks to made to identify properties of magic items.
Elven Weapon Familiarity: bows, longswords, and rapiers.
Keen Senses: +2 racial bonus on Perception.
Low-Light Vision:

Equipment:

Weight: 28 - Med Load

Weapons
Knife
Light Crossbow

Backpack
Blanket
8 Candles
8 Chalk
Flint & Steel
Ink & Pen
Mess Kit
Soap
Torch (1)
Rations (3)
Peasant’s Outfit
Perfume (Common)

Belt Pouch
2 Candles
2 Chalk
Money (149 gold)

Spell Component Pouch

Clothing
Day to day:
Peasant’s Outfit (brown skirt reaching down to mid calf, leather belt, white blouse, sturdy shoes)
Traveler’s Outfit (Midnight-blue woolen dress, sturdy boots, grey cloak with hood.)

Armor (Silken Ceremonial Armor - +1 AC, 0 Armor Check Penalty, 0% Spell Failure. Black and red silk intricately woven, metal studs.)

Fiachra :

Male raven (Pathfinder RPG Bestiary 133)
Image 1; Image 2
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
[b]Tricks
Come, Defend, Fetch, Guard, Perform, Seek
Skills Acrobatics +2 (-6 to jump), Fly +6, Heal +3, Intimidate -1, Perception +10, Sense Motive +4, Spellcraft -1, Stealth +14, Use Magic Device +0
Languages Trade Tongue
SQ come, defend, fetch, guard, improved evasion, perform, seek
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Fetch [Trick] The animal will get a specific object.
Fly (40 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

____________________________________________
____________________________________________

Level 0 Spells Known:

Arcane Mark Witch 0
School universal
Casting Time 1 action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which
can consist of no more than six characters. The writing can be visible
or invisible. An arcane mark spell enables you to etch the rune upon
any substance without harm to the material upon which it is placed. If
an invisible mark is made, a detect magic spell causes it to glow and
be visible, though not necessarily understandable.
See invisibility, true seeing , a gem of seeing , or a robe of eyes
likewise allows the user to see an invisible arcane mark. A read magic
spell reveals the words, if any. The mark cannot be dispelled, but it
can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually
fades in about a month.
Arcane mark must be cast on an object prior to casting instant
summons on the same object (see that spell description for details).

Bleed Witch 0
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw DC 14 Will negates; Spell Resistance yes
You cause a living creature that is below 0 hit points but stabilized
to resume dying. Upon casting this spell, you target a living creature
that has -1 or fewer hit points. That creature begins dying, taking 1
point of damage per round. The creature can be stabilized later
normally. This spell causes a creature that is dying to take 1 point of
damage.
Dancing Lights Witch 0
School evocation [light]
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Effect up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that
resemble lanterns or torches (and cast that amount of light), or up to
four glowing spheres of light (which look like will-o'- wisps), or one
faintly glowing, vaguely humanoid shape. The dancing lights must stay
within a 10-foot-radius area in relation to each other but otherwise
move as you desire (no concentration required): forward or back, up
or down, straight or turning corners, or the like. The lights can move
up to 100 feet per round. A light winks out if the distance between you
and it exceeds the spell's range. You can only have one dancing lights
spell active at any one time. If you cast this spell while another
casting is still in effect, the previous casting is dispelled. If you make
this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.

Daze Witch 0
School enchantment (compulsion) [mind-affecting]
Casting Time 1 action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw DC 14 Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer
Hit Dice so that it takes no actions. Humanoids of 5 or more HD are
not affected. A dazed subject is not stunned, so attackers get no
special advantage against it. After a creature has been dazed by this
spell, it is immune to the effects of this spell for 1 minute.

Detect Magic Witch 0
School divination
Casting Time 1 action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round : Presence or absence of magical auras.
2nd Round : Number of different magical auras and the power of
the most potent aura.
3rd Round : The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from
a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning
spell level or an item's caster level; see the accompanying table. If an
aura falls into more than one category, detect magic indicates the
stronger of the two.
Lingering Aura : A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can
turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Detect Poison Witch 0
School divination
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been
poisoned or is poisonous. You can determine the exact type of poison
with a DC 20 Wisdom check. A character with the Craft (alchemy)
skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails,
or may try the Craft (alchemy) check prior to the Wisdom check. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Guidance Witch 0
School divination / void elemental
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The
creature gets a +1 competence bonus on a single attack roll, saving
throw, or skill check. It must choose to use the bonus before making
the roll to which it applies.

Light Witch 0
School evocation / wood elemental [light]
Casting Time 1 action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding
normal light in a 20-foot radius, and increasing the light level for an
additional 20 feet by one step, up to normal light (darkness becomes
dim light, and dim light becomes normal light). In an area of normal or
bright light, this spell has no effect. The effect is immobile, but it can
be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in
effect, the previous casting is dispelled. If you make this spell
permanent (through permanency or a similar effect), it does not count
against this limit.
Light can be used to counter or dispel any darkness spell of equal
or lower spell level.

Mending Witch 0
School transmutation / metal elemental
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes
(harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the
object. If the object has the broken condition, this condition is
removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster
level equal to or higher than that of the object. Magic items that are
destroyed (at 0 hit points or less) can be repaired with this spell, but
this spell does not restore their magic abilities. This spell does not
affect creatures (including constructs). This spell has no effect on
objects that have been warped or otherwise transmuted, but it can still
repair damage done to such items.

Message Witch 0
School transmutation / air elemental [language-dependent]
Casting Time 1 action
Components V, S, F (a piece of copper wire)
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those
nearby can hear these messages with a DC 25 Perception check. You
point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of
common metal (or a thin sheet of lead), or 3 feet of wood or dirt
blocks the spell. The message does not have to travel in a straight
line. It can circumvent a barrier if there is an open path between you
and the subject, and the path's entire length lies within the spell's
range. The creatures that receive the message can whisper a reply
that you hear. The spell transmits sound, not meaning; it doesn't
transcend language barriers. To speak a message, you must mouth
the words and whisper.

Read Magic Witch 0
School divination
Casting Time 1 action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects - books, scrolls,
weapons, and the like - that would otherwise be unintelligible. This
deciphering does not normally invoke the magic contained in the
writing, although it may do so in the case of a cursed or trapped
scroll. Furthermore, once the spell is cast and you have read the
magical inscription, you are thereafter able to read that particular
writing without recourse to the use of read magic. You can read at
the rate of one page (250 words) per minute. The spell allows you to
identify a glyph of warding with a DC 13 Spellcraft check, a greater
glyph of warding with a DC 16 Spellcraft check, or any symbol spell
with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.

Resistance Witch 0
School abjuration
Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
You imbue the subject with magical energy that protects it from
harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

Stabilize Witch 0
School conjuration (healing)
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
Upon casting this spell, you target a living creature that has -1 or
fewer hit points. That creature is automatically stabilized and does not
lose any further hit points. If the creature later takes damage, it
continues dying normally.

Touch of Fatigue Witch 0
School necromancy
Casting Time 1 action
Components V, S, M (a drop of sweat)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw DC 14 Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. The
subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued.
Unlike with normal fatigue, the effect ends as soon as the spell's
duration expires.

Touch of Fatigue Witch 0
School necromancy
Casting Time 1 action
Components V, S, M (a drop of sweat)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw DC 14 Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, fatiguing the
target. You must succeed on a touch attack to strike a target. The
subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued.
Unlike with normal fatigue, the effect ends as soon as the spell's
duration expires.

Level 1 Spells Known:

Cure Light Wounds Witch 1
School conjuration (healing)
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes
(harmless); see text
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level
(maximum +5). Since undead are powered by negative energy, this
spell deals damage to them instead of curing their wounds. An undead
creature can apply spell resistance, and can attempt a Will save to
take half damage.

Ear-Piercing Scream Witch 1
School evocation [sonic]
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw DC 15 Fortitude partial (see text); Spell Resistance
yes
You unleash a powerful scream, inaudible to all but a single target.
The target is dazed for 1 round and takes 1d6 points of sonic damage
per two caster levels (maximum 5d6). A successful save negates the
daze effect and halves the damage.
Appears in : Ultimate Magic

Enlarge Person Witch 1
School transmutation
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw DC 15 Fortitude negates; Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the
creature's size category to the next larger one. The target gains a +2
size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of
1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does not change the
target's speed. If insufficient room is available for the desired growth,
the creature attains the maximum possible size and may make a
Strength check (using its increased Strength) to burst any enclosures in
the process. If it fails, it is constrained without harm by the materials
enclosing it - the spell cannot be used to crush a creature by
increasing its size. All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell
deal more damage (see page 145). Other magical properties are not
affected by this spell. Any enlarged item that leaves an enlarged
creature's possession (including a projectile or thrown weapon)
instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of
enlarged items are not increased by this spell. Multiple magical effects
that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

Ill Omen Witch 1
School enchantment (compulsion) [mind-affecting]
Casting Time 1 action
Components V, S, M (hair from a black cat)
Range close (25 + 5 ft./2 levels)
Target one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
You afflict the target with bad luck. On the next d20 roll the target
makes, it must roll twice and take the less favorable result. For every
five caster levels you have, the target must roll twice on an additional
d20 roll (to a maximum of five rolls at 20th level). A target who can
speak and has at least one free hand and who is aware of the spell
and its effects (such as from a Spellcraft check to identify the spell as
it is cast) can negate one reroll by spending a move action to utter a
brief prayer or good luck charm to appease the spirits of ill fortune.
Appears in : Advanced Player's Guide

Mage Armor Witch 1
School conjuration (creation) [force]
Casting Time 1 action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a
mage armor spell, providing a +4 armor bonus to AC. Unlike mundane
armor, mage armor entails no armor check penalty, arcane spell failure
chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can't bypass it the way they do normal armor.

Mount Witch 1
School conjuration (summoning)
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as
a mount (see the Pathfinder RPG Bestiary). The steed serves willingly
and well. The mount comes with a bit and bridle and a riding saddle.

Obscuring Mist Witch 1
School conjuration / water elemental (creation)
Casting Time 1 action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A creature 5
feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance,
and the attacker cannot use sight to locate the target). A moderate
wind (11+ mph), such as from a gust of wind spell, disperses the fog
in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
fireball, flame strike, or similar spell burns away the fog in the
explosive or fiery spell's area. A wall of fire burns away the fog in the
area into which it deals damage. This spell does not function
underwater.

Ray of Enfeeblement Witch 1
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw DC 15 Fortitude half; Spell Resistance yes
A coruscating ray springs from your hand. You must succeed on a
ranged touch attack to strike a target. The subject takes a penalty to
Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The
subject's Strength score cannot drop below 1. A successful Fortitude
save reduces this penalty by half. This penalty does not stack with
itself. Apply the highest penalty instead.

Silent Image Witch 1
School illusion (figment)
Casting Time 1 action
Components V, S, F (a bit of fleece)
Range long (400 + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes +
one 10-ft. cube/level (S)
Duration concentration
Saving Throw DC 15 Will disbelief (if interacted with); Spell
Resistance no
This spell creates the visual illusion of an object, creature, or force,
as visualized by you. The illusion does not create sound, smell,
texture, or temperature. You can move the image within the limits of
the size of the effect.

Unseen Servant Witch 1
School conjuration (creation)
Casting Time 1 action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that
performs simple tasks at your command. It can run and fetch things,
open unstuck doors, and hold chairs, as well as clean and mend. The
servant can perform only one activity at a time, but it repeats the
same activity over and over again if told to do so as long as you
remain within range. It can open only normal doors, drawers, lids, and
the like. It has an effective Strength score of 2 (so it can lift 20
pounds or drag 100 pounds). It can trigger traps and such, but it can
exert only 20 pounds of force, which is not enough to activate certain
pressure plates and other devices. It can't perform any task that
requires a skill check with a DC higher than 10 or that requires a
check using a skill that can't be used untrained. This servant cannot
fly, climb, or even swim (though it can walk on water). Its base speed
is 15 feet. The servant cannot attack in any way; it is never allowed
an attack roll. It cannot be killed, but it dissipates if it takes 6 points of
damage from area attacks. (It gets no saves against attacks.) If you
attempt to send it beyond the spell's range (measured from your
current position), the servant ceases to exist.

______________________________

Tentative lvl 6 version:

This version still lacks 8 add'l skill points for background skills and has just shy of 3000 that could be spent on items.

Morrigan lvl 6
Female elf witch 6 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
hp 35 (6d6+12)
Fort +6, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4-1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], healing[APG], misfortune[APG])
Witch Spell-Like Abilities (CL 6th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 6th; concentration +11)
. . 3rd—lightning bolt (DC 18), ray of exhaustion (DC 18), seek thoughts[APG] (DC 18)
. . 2nd—blindness/deafness (DC 17), burning gaze[APG] (DC 17), glitterdust (DC 17), web (DC 17)
. . 1st—ear-piercing scream[UM] (DC 16), ill omen[APG], mage armor, mount, unseen servant
. . 0 (at will)—detect magic, guidance, read magic, stabilize
. . Patron Shadow
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Statistics
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Str 8, Dex 14, Con 12, Int 21, Wis 12, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Breadth Of Experience[APG], Extra Hex[APG], Improved Initiative
Traits forlorn, suspicious
Skills Bluff +7, Heal +5, Intimidate +8, Knowledge () +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Sense Motive +10, Spellcraft +12 (+14 to identify magic item properties), Stealth +8, Swim +3, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnomish, Sylvan, Trade Tongue, Umbral (1 Stealth)
SQ elven magic, witch's familiar (raven named Fiachra)
Combat Gear wand of cure light wounds; Other Gear +1 silken ceremonial armor[UC], mithral buckler, crossbow bolts (20), dagger, light crossbow, cloak of resistance +2, handy haversack, headband of vast intelligence +2, belt pouch, blanket[APG], candle (10), chalk (10), flint and steel, ink, inkpen, perfume, common[ISWG] (10), soap, spell component pouch, torch, trail rations (3), waterskin, 2,995 gp, 1 sp, 8 cp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+6) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.