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  • The Witch is the magic hero class of the Fortress faction from Heroes of Might and Magic III. When levelling up below tenth level, Witches are most likely to gain spellpower and knowledge (40% each), and less likely to gain defense (15%) or attack (5%). After tenth level, attack and defense is at 20% each, and knowledge and spellpower at 30% each.
  • Although they are often thought of as being evil or wicked, witches continue to feature frequently in modern popular culture. The male equivalent of a witch is a warlock.
  • White witches are users of Nature-Magic, while Black Witches use Morgûl-Magic. In Middle-Earth the term Witch may refer to: * A female Black Magician * orcish Dushi * The Gurach of the Dunlendings * A Hobbit hagling * A Hûriga or Asdriag Witch-Priestess * A Kuruvi or Curus, or elven Enchantress * Eriadorian Wood-Witches or Wise-Women * dunnish Mhaig * Modrog of the Donaen * Nehalin or witch-doctors of the Ethir-Folk * Wegech of the Hillmen * the Wicca of the Northrons * Willowhags * the Witches of Angmar
  • Bei einer Witch handelt es sich um einen vermummten Gegner mit einer violetten Robe und einem Gesicht, das wie eine weiße Maske aussieht. Auf Deutsch bedeutet der Name "Hexe".
  • Witches specialize in magical ranged attack. Their arsenal includes Poison Cloud, Magic Missile , Curse , Drain Mana and Cure Wounds .
  • A Witch or a warlock, the male counterpart, is the life state introduced in The Sims 2: Apartment Life and reintroduced in The Sims 3: Supernatural. In terms of functions, gameplay and features, witches are one of the biggest and most complicated life states in the game. Most features of the life state are focused on magic, and the ways that witches can use it to manipulate their surroundings.
  • Witch is a being created by the wishes and dreams of the people in a time of great need. She is refered to as "Dreams made Flesh".
  • Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.
  • Witches are a fairly rare mob on Minecraft. They spawn in or near Witch Huts, which spawn in Swamp Biomes or very rarely in other biomes. Note that, after 1.7.2, Witches have a fairly low chance of spawning in low light. To attack, Witches throw potions with varying effects. They have 26 HP, which means that Witches are actually rather dangerous. This is also because they can make the player unprepared to fight other mobs or severely damage them. They also have the ability to drink certain potions, which can give them more longevity (especially the healing ones). Thankfully, Witches are a fairly rare spawn. Witches fight player with potions of instant damage, and potions of poison.
  • Witch (魔女,まじょ) are women who have an ability to use magic. Witches are the main recurring plot of Luminous Arc Series.
  • Humans who practice magical powers are called "witches". The origin of witchcraft remains a mystery, however it is known that witches have existed for many centuries, passing down their knowledge and skills through generations in family lines. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the devil. Instead, many witches develop their magic through practice and may practice their power however they see fit.
  • Witches are a type of Exile in the Matrix. The two most prominent witches were the Rogue Witch, who was a prisoner of the Merovingian, and "the Witch", who was the most powerful Exile that worked for him.
  • Known since ancient times, they are a race on the boundary of between human and Yōkai. They live in harmony with nature deep within the woods, far from human habitation. It is said that they have the power to use magic by harnessing the power of nature.
  • A Witch is a corrupted type of woman who has forsaken God, America, and Stephen Colbert in favor of deluded and evil ideas such as liberalism, feminism, communism, or bearology.
  • Also see witch costume on the Halloween wikia.
  • A witch (魔女, Majo) is a supernatural being, normally female, whose original purpose was to drive away misfortune with spells and heal people with herbs, before their kind was persecuted. Witches are a fictitious species asserted as real and existent, for the purpose of the Emerald Witch Education Project.
  • Witches are monsters who are capable of wielding magic and wear evidently mystical outfits, mostly including a pointed hat. One has been spotted in southeastern Al Kharid, as well as Draynor Manor. Much like wizards and darkwizards, they are not capable of using magic in combat, and instead opt for melee. A non-attackable witch is featured in the Black Knight's Fortress quest.
  • Witch is Marjoly's exclusive class in Disgaea: Hour of Darkness and its remakes. She comes with Rank 40 items all equipped: the Nyanko Soul, Gao's Guts, Crowdia's Beauty, and Myao's Cat Ears.
  • Sie weint viel weil sie mutiert ist und alle, die ihr etwas bedeuteten, tot sind. Normalerweise greift sie nicht an, außer sie fühlt sich provoziert, beispielsweise wenn sie angeschossen wird. Oder wenn man sich ihr zu weit nähert. Zudem reagiert sie aggressiv auf Licht. Die Witch ist anfällig für Feuer und Explosivstoffe.
  • Almost all operatives of The Secret Observations Section are Wizards or Witches.
  • The witch crashed into Kid Icarus while flying around on her broom. She mistook the N Team for shopkeepers when she first saw them, and ran into them a second time while Princess Lana, Mega Man, and Kid Icarus were searching the forest for Kevin, who had been hypnotized by Astos. She cast a petrification spell on Lana, but restored her to normal and told the heroes about the Light Crystal once she realized who they were. Later, she gave the sleeping prince a magic herb to wake him up.
  • The Witch is a thief who stole the Dark Scepter.
  • The Witch is a fictional class for Stick Ranger. It can use magical brooms to weaken enemies, meaning they are the contrast of Priests.
  • Witch is a boss found in Breath of Fire II.
  • Witch is a monster who appears in VIII.
  • Witch is monster #44 from the Series 1 figures.
  • Traits associated with Witches are very much as they are in the real world; witches ride broomsticks, mix potions, and associate with monsters. The monsters in question are Hobbes, and children seduced by dark spirits, later turned into ugly, stupid, and violent creatures.
  • She reappears in the 15th episode, Sweet Surprise where she's found along with other characters. In the 11th Dreamworld episode, Cookie Cabana, she uses telepathy to make her house alive by becoming a one-eyed monster.
  • The term witch is occasionally used as the female version of a wizard, though technically this is inaccurate as both terms are gender-neutral. Not many people use this term, but some who have been known to call themselves witches are Adrienne, and Anya Haddad.
  • Witch is a light-element based monster of which may be located within Vellweb.
  • As a result of trial and error, Witches’ spells are more diverse and more powerful than the petty spells of other Hedge Wizards, possessing elements of many of the Winds of Magic. However, Witches that use the power of Dark Magic inevitably take a terrible toll upon their minds and souls.
  • Witch has the ability to kill a player, however, there is only a 50% chance of this working. They will be announced as a Witch if their ability fails and they lose the ability after Night 0.
  • A witch is a person who is learned and skilled in witchcraft. A witch could be either female or male, and they connect with the elements and forces of nature in order to practice sorcery.
  • A Witch is a person with the power to effect change by magical means ("Witchcraft"). Almost anyone is capable of practicing magic, though it involves harnessing of both spiritual and supernatural forces. Depending upon their coven or culture, some witches consider themselves Wiccans, as oppose to Spanish witches who prefer the terms bruja (female) and brujo (male). Solitary practitioners are witches who practice magic alone, however most witches choose to join covens in order to enhance their power and to increase their knowledge of witchcraft.
  • The following are changes in the Witch class from its listing in Paizo material.
  • Special Part(s): Witch is a common class mod for the Siren manufactured by Maliwan. The Witch is obtained randomly from any suitable loot source.
  • A Witch (魔女 Majou?) is a term simply used to describe certain magic users who have been active in England throughout its history. They are part of the cause why the anti-magical culture of England has developed unnaturally and thus the reason why Necessarius was created. From their persecution, it could be inferred that some of their magic practices defy the teachings of the church, even though it has been stated that their magic doesn't come from unnatural rituals such as cooking unbaptized babies nor something along those lines.
  • A witch is a person with the power to effect change by magical means ("Witchcraft"). A witch can be either male or female, as they connect with the elements and forces of nature, in order to practice sorcery.
  • A Witch or Wicca (medicinal witch) is a hybrid of human and dáimon, angel or demon and a people of Orbis Terrae.
  • A Witch is a female magic user, often, though not exclusively, perceived as being of evil alignment.
  • Witch is a word for a woman that practices magic. It especially refers to women well-verse in herbcraft and healing, some of whom live on their own in the woods, separate from the village. They survive on their own and seek to be close to the nature they shape to bring effect in the world, but they may depend on the village for certain items or in times of scarcity. Other terms: herb woman, crone, hag, sorceress, enchantress, macrale/makrâlle, baba. A male witch is called a warlock.
  • [view] • [talk] A Witch is a ranged mob, added in the Pretty Scary Update. Witches are hostile and are found mostly in Swamp Biomes wandering around their houses. When a Witch notices the player they begin to viciously attack them with splash potions. Witches also have the ability to regenerate health. It fires splash potions of weakness, slowness, poison, and harming to weaken the player so it makes it easier to attack the player. Because of this, the player's armor is rendered useless, regardless of the armor's material and/or enchantments.
  • A witch is a man or woman who is learned in Witchcraft. Witches are humans that can use magic to affect change by supernatural or paranormal means.
  • Witches are humans who use supernatural powers to affect people or the environment. The practice of witch magic is called "witchcraft". Witchcraft is dated back in time, prior even to vampirism, and witches are essentially formidable psychics with the ability to communicate and manipulate spirits.
  • A Witch is a person with the power to affect change by magical means ("Witchcraft"). A witch can be either female or male, as they connect themselves with supernatural forces in order to practice sorcery.
  • A witch was a practioner of magical arts. The term was often primarily applied to female magicians, though not all female magicians considered themselves witches. Some cultures used the term "wizard" to refer to a male witch (TV: The Dæmons) while others used witch to refer to practioners of both sexes. Less advanced cultures had a fear of witches and would sometimes mistake psychic powers or advanced technology as witchcraft.
  • The Witch is a class of Star Child in Conception 2. To create one, you require one Magical Girl Heart. It is a female-only class. Magical Girl Hearts can be obtained by going to the second or third floor of "Sealed Tomb." Once there, you have to steal the item via the thief skill Pickpocket (or any other variant). The enemies that drop this item are Booteles and Bootes
  • In the Witcher universe, witches are distinguished from both witchers and sorceresses. They tend to be "wise-women" or healers and are usually, but not exclusively old women, even hags.
  • Witch can refer to: * The class * The Shining Force II enemy
  • The Witch first appeared in Dora Saves the Prince, when she locked Prince Ramon in The High Tower.
  • Witch is a level 76 type dungeon boss. It can be found in Experimental Magic Field. ==Tips for defeating Witch==__NOEDITSECTION__ She currently has 1,134,229 HP ==Additional information==__NOEDITSECTION__ The antagonist of Rappelz, this Witch is a level 76 Boss monster. As such, she is not to be taken lightly and can easily defeat players many levels above her. She only spawns at the north western most area in the Experimental Magic Field when the quest The Witch's Resurrection is taken. She can cast high damage AoE spells and regularly summons Fanatic allies to aid her.
  • A Witch (魔女, Majo) is a powerful, humanoid female being who can manipulate magic.
  • How to Get * Magic Stone Weekly Hot Sale Skills Promotion Requirements Trivia * Medea is one of the first heroes without a counterpart in DOT Arena * Medea shares her name with the sorceress from Greek mythology who was the wife of the hero, Jason.
  • Witches were a type of wizard that gained instruction from entities outside the Prime Material Plane. Almost all Witches were female, but a few male Witches existed and were usually called Warlocks.
  • Witches are humans who possess supernatural powers. They can be male or female (although male witches are better known as Warlocks). In folklore, female witches are elderly hags who use dark magic to cause mischief and chaos. In 1665 (before Dimmsdale was named), Timmy Turner, who had travelled back in time, discovered that Alden Bitterroot was a warlock. Alden was planning to trick the townspeople into naming the town after him.
  • A witch is a female practitioner of magic. They practice witchcraft and cast spells and curses on people for many different reasons. The Witch of the Waste puts a curse on Sophie in her hat shop for 'standing up' to her- a notorious witch.
  • Witch was a term that designated any female practitioner of magick, such as the Nightsisters of Dathomir. It could also be used colloquially in reference to a very unpleasant woman.
  • The Witch (魔女 Majo) is a combat magical class that is introduced in Fire Emblem Gaiden. Wielding offensive magic as its primary weapon of choice, the Witch class is renowned for its ability to Warp from one point to another in any given skirmish.
  • Witches are Hostile Mobs that were added in Update 0.14.0. They attack using harmful Splash Potions and also drink beneficial Potions.
  • The Witch is one of the enemies that make an appearance in Wario World. They appear in Mirror Mansion. They are witches with white faces. Witches are invisible, but can be seen in the mirror. Wario must find the witch and attack her. Witches take three hits to stun. Then Wario must Wild Swing Ding them in the direction of the Swirly Spinner to open the gate. Witches don't last long before disappearing. They appear near Wario. Witches shoot pieces of electicity at Wario.
  • Witches are humanoid creatures that look like regular humans, except for certain characteristics. Different types of Witches exist, so not all of them look alike.
  • Witch is the name of the second single by wizard rock band The 8th Horcrux. The song is a parody of "Bitch" by Meredith Brooks.
  • A witch is a wielder of magic and the female equivalent of a warlock. Like a sorcerer, they have the abilities to cast any type of magic. Most of the witches in "Merlin" are cruel as they seek revenge for past crimes that have been inflicted upon them, like Morgana Pendragon wanting revenge of her father Uther and half-brother Arthur for their hatred toward the very thing she was born with. However some witches are kind and are wrongly accused for their crimes. One example would be Gaius' former fiancée Alice, who was forced to poison Uther on orders given to her by the manticore.
  • The Witch (also referred to as the Crafty Wood Carver) is a supporting character in Brave.
  • Witch was a derogatory title given to the Bene Gesserit by people who didn't like them. It had to do with their mystical abilities in combat, uncanny knowledge of people and events, and, in the expanded universe, probably their origins as the Sorceresses.
  • Witch may refer to: * , a magical species from the Alethia universe. * , magic users from the Sunshine, Apollo, Helios, Phaeton and Sunday . * , people born with special, usually personally appropriate, abilities in the Aurum universe. * , as female wizards are commonly called witches. They are magic users from Fantasia and Lumos. * Witches, the magic users from Chronicle known for spellcasting and feline familiars. often use their spells. * , people born with fire powers from the Chronicle universe.
  • A witch is a person with the power to affect change by magical means ("Witchcraft"). A witch can be either male or female, though male witches are commonly known as "warlocks". They connect with the elements and forces of nature in order to practice magic.
  • A witch was a Force-sensitive member of Volta society.
  • Witch or variations thereof may also refer to: __TOC__
  • Witches come in two types: Magical witches and Practitioners. This method of classification has been used several times in the show when practitioners have been an element of the storyline.
  • Witches are beings living in the Kingdom of Knighton. They seem to reside in isolated areas and brew up spells for their own intentions, although the one witch currently seen in the show is not an antagonist.
  • The Witch is one of the antagonists of the L4D franchise. She is one of the Special Infected. When someone startles her, the Witch will kill the one who startled her without hesistation.
  • A witch is a type of woman with magical powers, who is usually evil, but there are some good witches, too.
  • For a long time, women were forbidden from learning sorcery, and any witches found in the Three Seas were burned. However, this changed under the reign of Aspect-Emperor Anasûrimbor Kellhus, who established the Swayal Compact, the first School for witches.
  • Witches are a race of humans that possess supernatural abilities. These abilities can be handed down through offspring. In some cases, if a witch does not use his/her powers often enough, they will go dormat, but can be awakened by different triggers like magically-charged objects.
  • Witch is a purple bat/ghost-like experiment. The back of her head is shaped like a cone and is curved at the bottom resembling a witch hat, her ears are small bat wings. Her eyes are blue and she has eye lashes. Her stomach is light purple and her chest has a yellow heart. Her witch like hat head has a pattern of purple and then light purple stripes. To complete her function of being an evil witch she can take possession of others turning them into evil witches. She has magical powers that help her be an evil witch.
  • Witches are female spellcasters, the flip side of the coin to sorcerers. Puberty usually marks the onset of spellcasting abilities in this race of hereditary magic users. Exceptions do exist, as Savannah was able to spellcast quite young. Whether she was precocious or whether this is a result from being a sorcerer-witch hybrid is uncertain. Also, when using certain magic, such as telepathic communication from miles away, mental manipulation, interacting with spirits or raising the dead, the witches eyes tend to turn clear white, making the user look blind.
  • Witches are seldom mentioned, although they are described as being very mean and demanding by Uncle Kelbo. In folklore and mythology, witches are often portrayed as ugly, old woman-like females that practice sorcery and Black Magic. It is unknown if they are the same way within the Wizard World. Females who do magic are called witches but in the show the women are called wizards just like the guys.
  • The Witch is a playable mascot in Crossy Road. It was added in the Halloween Update.
  • A witch is a human being born with a piece of the All, which enables them to manifest magical powers. Like mortals, witches can be either good or evil, but only good witches serve as protectors of the innocent. Every bloodline of witches originates from Neena, also known as the first witch.
  • In his first Oz book, The Wonderful Wizard of Oz (1900), L. Frank Baum famously created good witches in the north and south of Oz and evil witches in the east and west. The Wicked Witch of the East ruled the Munchkin Country, while the Wicked Witch of the West dominated the Winkie Country. Dorothy Gale met the Good Witch of the North, from the Gillikin Country, early in her first stay in Oz (Chapter 2). Glinda is identified as the good "Witch of the South" (Chapter 18), though in later books she is generally called a sorceress rather than a witch. She is consistently located in the Quadling Country.
  • As a young child, the Witch was used to being bullied. Everywhere she went, she was made fun of. Whether it was her abnormally large nose, her off-shade green skin, or just the fact that she carried a broom around wherever she went. The town had completely shunned her. She was banished to the far forests, left to her own devices... and her own magic. Throughout years of being completely alone, she had studied magic day and night, and, with the help of her black cat as a lab rat of sorts, she had learned to make people do whatever she pleased! With her newfound talent, she moved back into the town, taking up home under the guise of a regular townsperson. The Witch vowed to take revenge on everyone that had ever bullied her. That meant working with those who some may consider evil. To her, t
  • The witch's traditional connection to evil has been used in many plays, novels, and stories for centuries on Earth; it has essentially been woven into the Human subconscious. And this was where the alien explorer Korob, living on Pyris VII, found it when he telepathically scanned a USS Enterprise landing party in 2267. Witches were among the eerie manifestations of his power; he created an illusion of three witches either to dissuade Captain Kirk or to test his character. Wind shall rise. And fog descend! So leave here, all... Or meet your end!
  • Witches have appeared infrequently in Sonic the Comic and Sonic the Comic Online: * Ebony uses magical powers to apprehend her foes and is associated with The Order of Magick, but she has never been labelled as a witch. * Agiatha Witchbrew is an elderly witch from the Hill Top Zone. During the use of one of her spells, she managed to accidentally trap herself in her own building. Agiatha's granddaughter, Violet Witchbrew, is a practising witch and accidentally summoned all of Doctor Ivo Robotnik's past robots, putting her village under a new state of RBR. Fortunately, Agiatha was eventually freed and put everything right. * Witches were one of the monsters judged in the Monster of the Year award ceremony. One particular witch was a hopeful for the Golden Fang trophy but lost ou
  • A witch is a rare type of spellcaster. Witches eschew the more dramatic forms of magic, preferring the more subtle arts of hexes, jinxes, and curses. They are quite adept at summoning and controlling spirits - those that have not yet passed beyond the Ethereal Void, and indeed it is this natural ability of spirit control that separates the dabblers from the truly powerful. Witches can be both men and women, although more women seem to be witches than men. Witches have a natural affinity with the towne of Xaventry due to the high concentration of spirit energy to be found there.
  • A witch was a being that practiced forms of magic or spells. They could appear in any form but during the 17th century they were hunted down and hanged. The Salem Witch Trials was an example of the paranoia of the New World in order to find any and kill them. Whether or not these people that were executed were actually witches or warlocks is unknown. The word itself is sometimes used as an insult towards women (occasionally as a replacement for the word bitch).
  • Witches were humanoid beings which were distinct from humans. Like humans, witches had dæmons, which always settled in the form of birds. Witches aged much more slowly than humans, and were known to live for more than a thousand years. In Lyra's world, only female witches existed. In this world, witches bore the children of human men, who were witches if female and human if male. There were other worlds in which there were male witches.
  • Witches are considered by most scientists indigenous to Europe, though witches can also be found on other continents. Witches often live in warrens dug out in local geography. Where the local geography does not allow the construction of significant warrens, witches have been known to build towers. A famous locale thought to contain witch warrens is Witch Mountain.
  • The witch is also known as the witch flounder and it lives in surface waters of the Gulf of Maine, George’s Bank, and the continental shelf of New England and in the middle Atlantic. Usually the habitats where the witch fish spawns its eggs have to follow some conditions, such as a sea surface temperature below 13 degrees Celsius and a high salinity in deep waters. The breeding period of the witch starts in March and it can last till the end of October. The eggs are laid on the bottom of their habitat and the hatchlings live at depths of about 50 to 450 meters. When the hatchlings grow big enough they can feed themselves with insect larvae or even other fish larvae. When the witch becomes an adult it starts using the surface waters as its habitat and they can’t usually be found less than 3
  • Even if some witches have used their powers for evil purposes, most witches are not necessarily evil as has been mentioned several times in the series, examples being Griffin who helped the Company of Light fight the Ancestral Witches (as an effort at redemption for having initially worked with the Ancestresses and Valtor, though it was mentioned by Valtor that Griffin and Faragonda were already friends when Griffin was still with the Ancestresses when he says that Griffin left the Ancestresses to side with her "great friend", Faragonda (who was a Witch but later became a Fairy), Mirta, Lucy and the many other Witches of Cloud Tower who helped the Fairies against the Trix, Darkar (unsuccessfully due to their rivalry with the Fairies) and Valtor many times.
  • A type of monster possessing a lot of magic power and the ability to cast a variety of spells. Originally they were human women but they sought “eternal youth” and “extreme power.” Receiving the power of baphomet, they’ve become monsters. Since they were originally people to begin with, most of them live mixed in with people. Their personalities are very close to human, but have been indoctrinated with the baphomet’s ideologies. This compels them to cast bewitching spells, do experiments, promote the cult “Sabbath,” and kidnap men. __NOEDITSECTION__
  • Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them. Alignment: Any. Hit Die: d6. Starting Wealth: 3d6 × 10 hl (average 105 hl.) In addition, each character begins play with an outfit worth 10 hl or less.
  • A witch is a person who practices witchcraft. This term can be used to refer to either a male or female. Occasionally, the term "Warlock" is used to refer explicitly to a male user of witchcraft. Given that Dragaerans usually practice sorcery if they wish to learn magic, witches are usually Easterners. One Fenarian word that is used to refer to witches is erdergbassor, however, this particular word has unpleasant connotations. See also Meta:Witch.
  • Witches appear to be humans with magical talent focused through a variety of rituals. The novels contain numerous passing references to witches. * Upon issuance of a warrant, witches now may be executed rather than captured and held for trial because, like vampires, there is no reliable way to confine a witch safely. Some witches can pass through bars, while others can use their powers from within a cell. * Similar to the relationship between a vampire and its human servant, a witch's powers are magnified if the witch's familiar is nearby. * A sufficiently powerful witch can curse others. Anita describes this process as not being a ritual, but rather the result of a witch focusing his or her entire magical power on another. One of the characters in The Lunatic Cafe was cursed to
  • Witches are practitioners of magic that come in flavors of good and evil, and the shades of black and white. Some follow the Left-Hand and others the Right-Hand paths. There are friendly-type witches known, but in general most examples tend to be quite evil and wicked, witches of the evil persuasion. Evil witches cause fear or hold victims in bondage. Hags and their sisterly witches keep stewpots at ready for the unwary. Dahlia is the witch that stole the chest of gold from Edward the Benevolent. She lived in a gingerbread house, and would turn those she captured into gingerbread men.
  • During the late 17th century in the settlement of Salem on Earth, some Megans—who were living as humans—were accused of being witches and given the death penalty during the Salem witch trials. (TAS episode: "The Magicks of Megas-Tu") On the planet Pyris VII in the year 2267, three illusory witches appeared before a landing party from the USS Enterprise as part of a study conducted by Korob and Sylvia. (TOS episode & Star Trek 8 novelization: Catspaw)
  • In 'Better Dead than Co-ed' Miss Cackle says you should always greet wizards on foot. "We witches sometimes have a clear advantage. Wizards aren't so good at flying." Wizards and witches maintain a society entirely separate from non magical society, with their own culture and traditions. Non magical people are generally unaware that witches and wizards exist, and wiches and wizards prefer to remain hidden. Witches and wizards have their own schools; there are thirty schools for sorcery, magic and witchcraft scattered throughout Britian, mostly in isolated places. These schools include Cackle's Academy and Pentangle's Academy for witches, and Camelot College and Moonridge High School for wizards. There is also a magical university, Weirdsister College.
  • The Witch is one of the base creatable human units. She is a purely magic-orientated unit and upon creation will receive one of the three base elemental magic skills at random which she will eventually level to its highest 4th tier level. She has high INT with reasonable RES and SPD, but has very low HP, ATK, and DEF making her very vulnerable to physical attacks and best used from a distance or when she can defeat the target in a single attack. She is most proficient in the use of Magic skills with Nature skills as support although she can also act as an average healer in a pinch. She's best suited to using books, preferably of an element she can't use initially, although canes and staves are also reasonable weapons.
  • While the term "witchcraft" can have positive or negative connotations depending on cultural context (for instance, in post-Christian European cultures it has historically been associated with evil and the Devil), most contemporary people who self-identify as witches see it as beneficent and morally positive. Witches are traditionally stereotyped as being female, however their male equivalents were also often referred to as witches.[1] Overview By location Europe Main article: European witchcraft See also: Asia Main article: Asian witchcraft
  • A witch was a female humanoid being known to wield magic, usually in order to possess authority over phyical reality and to control the behaviours of others. It is difficult to define "witch" since only two have ever been formally recognised in the whole history of Narnia, though there were strong rumours of others. Most information about witches, therefore, is merely based off these two: Jadis (the "White Witch") and the so-called "Lady of the Green Kirtle". Both of these witches were characterized by greed, unusually long lifespans, a tremendous desire for power, and ruthless use of violence. It is unknown whether all witches were as selfish and heartless as these two. No witches were ever confirmed to be human beings, though they often looked very similar to humans. Jadis, in particular
  • Witches in The Elder Scrolls II: Daggerfall were found near Daedric Shrines and could do "Daedric Summoning" (would summon the Daedra corresponding to the shrine you are near) if you had a high enough reputation with the Witches and for a sum of gold. The NPC would change from a beautiful woman, to an ugly old woman holding a staff, called a beldam, or hag. They were members of various covens throughout High Rock. In The Elder Scrolls IV: Oblivion, a lonely old woman by the name of Melisande is one of the last known Glenmoril Witches. She helps the player find a cure for vampirism.
  • As well as vampirism has a negative effect on the psyche of the affected, even witchcraft seems to have negative effects on many witches, who resort to the black arts for evil purposes, such as creating illness, curse their enemies or manipulate and control the mind and body of other people. The affiliation with demonic forces like Diabolos, then, contribute to harden and darken the heart of a witch. Granted the power to manipulate reality at will, witches will be more and more inclined to use magic as a solution to all their problems, fueling more and more negative feelings of revenge, hatred and jealousy. What appears to be a real addiction to magic can be read as key to understanding many behaviors assumed by witches and warlocks. However a witch is not necessarily evil or greedy for po
  • The witch is a bent old woman …. leaning on a stick who lives in a thatched cottage of tarred black wood standing in a small potato patch, and is down a green lane. The wooden fence is broken down and one window is broken. Titty remembers her mother’s story of the Obeah Woman about a "native witch (with) wrinkles deep as ditches on her brown face" (SW14). The relationship of the witch (if any) to Don and his family is not stated, although Don’s father’s farm is to the south over the marshes so is in the same area (SW8).
Alternate Title
  • Sorceress
  • Fifth Power
fifth
  • 24
Next Single
  • I Love Hogwarts
side
  • DARKSIDE
Level
  • 2
  • 5
  • 76
Season
  • 3
  • 345
Appeared
Alignment
  • Mafia
Length
  • 218.0
Attack
  • 41
res fire
  • 0
res magic
  • 20
numberOfAttacks
  • 1
animationEffect
  • 0
attackVoc
  • elecspel
strikes
  • 10
res physical
  • 0
imageNumber
  • 63
hitChance
  • 1
dmgPerStrike
  • 10
res energy
  • 0
res elec
  • 100
loopAnimation
  • 0
rangeAttack
  • 1
solution
  • Tiffi helps add the missing ingredients and the witch is ecstatic, able to make her potion.
res poison
  • 20
specialAttack
  • 0
idleSound
  • 114
hatesClass
  • 15
res cold
  • 0
Shield Animal
  • N/A
dcterms:subject
matcount
  • 2
Tips
  • She currently has 1,134,229 HP
promofrom
  • -
Appear
Row 4 info
  • 10
  • Update 0.14.0
Größe
  • 200
Spells
  • Unknown
Battle Start
  • He he Let's play
immunities
BaseHP
  • 70
Agility
  • 50
walksaround
  • Fire, Poison
strongagainst
occurmain
  • yes
Soldiers
  • 1350
  • 1485
Behavior
  • Witches always try to stay away from the attacker, so they can burn you with their powerful fire missiles at a distance. They can make you look like a Green Frog.
  • Witches always try to stay away from the attacker, so they can burn you with their powerful fire missiles at a distance. They can make you look like a Green Frog.
weakagainst
  • Physical Damage and Death Damage
Flying
  • 0
MDF
  • 33
  • 200
Hitpoints
  • 10
skill lv
  • All enemies can't move for 1 turn / 15% chance
  • All enemies can't move for 1 turn / 10% chance
BaseDEF
  • 17
secondarytype
  • Amazons
  • Amazons
creatureclass
  • Humans
  • Humans
  • Humans
Row 1 info
  • Hostile
  • Female, Mage
promoto
  • -
occurrook
  • no
Examine
  • She's got warts
  • The hat's a dead giveaway.
bestiaryclass
  • Human
senseinvis
  • yes
paraimmune
  • ?
DEX
  • 30
fireDmgMod
  • 100.0
convince
  • --
  • --
  • --
RNG
  • 5
Poisonous
  • No
Dislikes
Row 4 title
  • Jump
  • First Appearance
deathDmgMod
  • 100.0
  • 105.0
iceDmgMod
  • 100.0
immuneto
  • Energy Damage and Invisibility
Jump
  • 30
monsterType
  • 3
behaviour
  • Witches always try to stay away from the attacker, so they can burn you with their powerful fire missiles at a distance. They can rarely transform you into a Green Frog.
walksthrough
  • Energy
AttackType
  • 3
Agi
  • 1
  • 13
disver
  • D1
Summon
  • --
  • --
  • --
actualname
  • witch
Row 2 info
  • 3
  • x13
Row 6 info
  • 10.0
Cntr
  • Yes
hpDrainDmgMod
  • 100
holyDmgMod
  • 100.0
energyDmgMod
  • 0.0
  • 100.0
physicalDmgMod
  • 105.0
  • 110.0
  • 125.0
Row 1 title
  • Type
  • Types
procs
  • 1
Fähigkeiten
  • Kann einen Überlebenden mit einem Schlag töten
Row 5 info
  • 10
str
  • 4
LUC
  • 32
MaxDmg
  • 115
Combat
  • 25
Row 2 title
  • Health
  • Remove
BaseINT
  • 23
Row 6 title
  • Guard
earthDmgMod
  • 0.0
  • 80.0
ATK
  • 24
  • 1800
  • 1980
pushable
  • No
  • No
Gesundheit
  • 500
Problem
  • She need ingredients for her brew.
friendship max
  • Ah ha ha, pathetic. Did you think you could con an archwitch?
bestiarylevel
  • Easy
TEC
  • 29
Manga Debut
epimage
  • Gingerbread-Glade.png
pushobjects
  • Yes
  • Yes
Point
  • 5
Monster
  • equippable
Item
  • Bones
Sphere
  • Falkow
isboss
  • no
  • no
  • no
BaseATK
  • 22
Row 5 title
  • Steal
spd
  • 24
  • 60
bestiarytext
  • Witches are magically skilled women that usually live deep in the forests and swamps of Tibia. There they collect herbs and other ingredients, e.g. parts of dead animals, from which they brew potions in their large iron cauldrons. Rumour has it that they can fly using their brooms. Most of them are quite malicious and short-tempered and attack adventurers by casting fireballs at them.
friendship event
  • Heh heh I will listen to your wishes
  • You want to make me your servant?
SpawnType
  • Regular
battle end
  • Do not give chase
Quest
variants link
  • off
Row 3 info
  • 0
  • 40
bestiaryname
  • witch
Display Image
  • 300
Rarity
  • N
  • Always
  • common
Row 3 title
  • Move
  • Drops
Anime Debut
drownDmgMod
  • 100
illusionable
  • yes
  • yes
  • yes
Aggressive
  • 1
Loot
  • 0
login
  • You want to play with me that bad huh? Heh heh OK.
primarytype
  • Humans
  • Sorcerers
  • Sorcerers
  • Sorcerers
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Number
  • 44
  • 62
Gold
  • 0
  • 22
  • 34.0
  • JAP 12
Category
End
  • 11
Misc
  • The antagonist of Rappelz, this Witch is a level 76 Boss monster. As such, she is not to be taken lightly and can easily defeat players many levels above her. She only spawns at the north western most area in the Experimental Magic Field when the quest The Witch's Resurrection is taken. She can cast high damage AoE spells and regularly summons Fanatic allies to aid her.
Defense
  • 62
Box Title
  • Witch
Voice
  • Uncredited
Element
  • Light
  • Passion
Field
  • 0
Article
  • a
L
  • 1
Eyes
  • Black, Blue, Red, Brown, Yellow
Residence
  • A dark cavern of an area on Earth, 3,000 B.C.
Characteristics
  • Laughes at random points in the run, screeches upon death.
mult
  • 3
  • 7
  • 8.800000
  • 35
Label
Album
Origin
  • Unknown
  • Limbo
  • Madou Monogatari/Puyo Puyo
Gems
  • 10
Skills
  • Warp
  • Summon
  • Unknown
  • Witch's Brew
  • Shadowgift
  • Toxic Brew
Disposition
  • Various
Power
Speed
  • 70
  • 102
Likes
  • To free herself from Krall's slavery
fe
  • 2
  • 5
  • 17
  • 50
  • 52
  • 150
  • Learnt at Level 10 and above.
  • File:DarkBlessing.pngShadowgift
  • Learnt at Level 25 and above.
  • Learnt at Level 35 and above.
  • File:Witch’s Poison.pngToxic Brew*Learnt at Level 1 and above.
  • File:Warp.pngWarp
  • File:Witch’s Cauldron.pngWitch's Brew
  • Warp*Base skill of the Witch class.
Armor
  • 3
  • 8
  • ?
Weapon
  • Minions
Status
  • Alive
  • Active
Appearance
  • Prince of Persia 2: The Shadow and the Flame
Last single
  • I'm On a Broom
Affiliation
  • Demons
  • Covens
  • *Cupids *The Elders *Whitelighters
Producer(s)
Races
  • Any
Habitat
  • Deep within forests, human settlements, etc.
Game
  • Borderlands 2
  • Dragon Quest VIIIVIII
New
QUALIFIER
  • QUAL_DUNGEON_BOSS
Hair
  • Black, Red, orange, Blonde
MAT
  • 35
  • 96
Actor
  • Various
Name
  • Witches
  • Witch
  • Jesus
  • Pixie
  • Holly
  • Witchcraft
  • Lafayette
  • Luca
  • Little Witch
  • Antonia
  • Mae
  • Marnie
  • Zaafira
  • Medea
  • Bartolo
  • 魔女
  • Witch
  • Witch
  • Evil Balls
  • Sorcery Vortex
  • Witch
  • Witch Blessing
MP
  • 12
skincolor
  • Many; ranging from pale to dark brown
Genre
  • Rock, Parody
Type
  • Special
  • Species
  • Unit
  • Class Mod
  • Humanoid, Halloween
ImageSize
  • 250
Romaji
  • Majo
  • Maajyorii
  • U~itchiredi
Caption
  • Artwork from
  • A Witch
  • Generic class portrait of a Witch from Fates.
  • Nor the Necronomicon
  • Not the Book of Shadows
  • Two Witches dueling in The Sims 3: Supernatural.
First
  • 24
  • Cyborg the Barbarian
N
Abilities
  • Ranged fire , burn, hex
  • Melee , Fireball , shoots Fire Fields, Frog Mutation.
  • Melee , Fireball , shoots Fire Fields, Frog Mutation.
  • Melee , Fireball , shoots Fire Fields, Frog Mutation.
desc
  • I found Whit & Wisty! - Witch & Wizard: The Gift
  • Back line supporting Mage, who can blind enemies and has a great ability to survive.
Region
  • Thay, Reshem, High Forest, Iceland Dale, Savage Frontier, Spine of the World
S
  • 100
  • 150
o0r
  • All Around Shoes
  • Crystal Ball
  • Ice Staff
  • Queen's Dress
  • Emerald Ring
stars1 STR
  • ---
Health Points
  • 26
stars2 AGI
  • ---
stars1 AGI
  • ---
stars3 STR
  • 3.200000
stars3 INT
  • 6
stars1 INT
  • ---
stars3 AGI
  • 4
stars2 INT
  • ---
o2r
  • All Around Shoes
  • Ancient Rune
  • Essence of Spirits
  • Underworld Book
  • Fiend Wills
p4r
  • All Around Shoes
  • Ball Lightning
  • Bloody Eye
  • Crystal Ball
  • Nightless Staff
  • Gullak Aertahn
sentience
  • Sentient
o1r
  • All Around Shoes
  • Holy Bible
  • Shadow Book
  • Burning Hammer
  • Wizard's Book
stars2 STR
  • ---
Angriffe
  • Krallen
ftxt
  • The Universe's most feared witch unleashes her power
iconic
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exp
  • 66
  • 104
  • 120
  • 475
This Single
  • Witch
seventh
  • 32
Score
  • 5
Members
  • No
Drop
  • Angel's Prayer
  • up to 6
Aliases
  • Unknown
  • N/A
Comic
  • Doctor Strange Prelude
Alternative Names
  • *Warlocks *Evil witches *Good witches
Move
  • 4
  • 6
meet
  • What do you want?
  • Hehehe I'm an archwitch.
imagewidth
  • 80
  • 150
Link
  • Witch
at
  • 10
  • 58
Alias
  • Witch
Model
  • Witch
H
  • 14
  • 36
Fourth
  • 33
Quantity
  • 1
Kanji
  • 魔女
Base
  • 7
  • 35
  • 123
  • 184.800000
Ts
  • 20
  • 60
  • File:TS Warp.gifWarp*Base skill of the Witch class.
Price
  • $0.99 or 100
Update
  • Animal Magnetism
  • Massive update!
English Title
  • Witch
Shop
  • No
Species
Title
  • Witch
Manufacturer
  • Maliwan
Info
  • Practitioners of Witchcraft
DEF
  • 28
  • 1800
  • 1980
Weapons
  • Black
  • File:TS Dark Magic.pngDark
  • File:TS Fire Magic.pngFire
  • File:TS Thunder Magic.pngThunder
  • File:TS Wind Magic.pngWind
Lifespan
  • 5.838156E9
Gear
  • Spells, Cauldron
Skill
  • Charm
Image size
  • 250
Class
  • C
  • Mage
p3r
  • Hazad'ar Boots
  • Jachin's Ruby Level 4
  • Pale Gazer
  • Shazad'amok
  • Sol'sketh
  • Eul's Scepter of Divinity
Related to
  • *Gypsies *Mortals *Warlocks
common
  • episode
BGCOLOR
  • #6a450f
  • #966216
Description
  • Medea is blessed and increases her own intellect.
  • term for magic practitioners
  • Medea creates a sorcery vortex and deals magic damage to enemies within a large area.
  • Medea curses enemies, dealing magic damage and blinding them.
  • Medea summons 3 evil balls and resists incoming damage for 3 times. Each ball deals magic damage to the attacker when exploding.
  • A whimsical archwitch. She can be mischievous or nice.
Performer
Color
  • white
Related
  • *Human *Medium
Powers
  • High-level ancient mystical abilities in conjuration magic, generation of portals
Cost
  • 17
  • 20
Stars
  • 80
  • 100
  • 150
  • ---
DF
  • 0
  • 80
Distinctions
  • Magically enhanced. Are very good when it comes to making potions and magical battle.
friendship
  • Hehehe
  • Who shall I play with today?
Ratio
  • 0
  • 400
distinction(s)
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Japanese
  • マージョリー
  • ウィッチレディ
Affiliations
  • Krall
  • Cyborg,
  • Sarasim and her people
firstseen
Notes
  • Although Witches only use fire attacks, they are not immune to fire.
  • Although Witches only use fire attacks, they are not immune to fire.
  • Witches are women with strong magical abilities. They are frequently found with Amazons and Valkyries, and have become very involved with cult activities on the Shattered Isles. Some people believe that witches are leaders of the amazons and valkyries. Witches provide poor loot.
  • Witches are women with strong magical abilities. They are frequently found with Amazons and Valkyries, and have become very involved with cult activities on the Shattered Isles. Some people believe that witches are leaders of the amazons and valkyries. Witches provide poor loot.
  • Witches are women with strong magical abilities. They are frequently found with Amazons and Valkyries, and have become very involved with cult activities on the Shattered Isles. Some people believe that Witches are leaders of the amazons and valkyries. Although Witches only use fire attacks, they are not immune to fire.
Character
  • Witch
Sets
  • N/A
int
  • 28
Episode
  • Gingerbread Glade
Illustrator
  • Jun-ichi Fujikawa
Native
  • Worldwide
Occupation
  • Practitioners of Witchcraft
third
  • 35
E
  • i
  • fite
  • icte
  • stte
  • wite
Sounds
  • "Herba buridia ex!"; "Horax Pokti! Hihihi!".
  • "Herba buridia ex!"; "Horax Pokti!"; "Hihihi!".
P
  • S
  • 200.0
  • 250.0
Family
HP
  • 20
  • 68
  • 150
  • 300
  • 330
  • 765
  • 360.0
  • JAP 450
Subtype
Release
  • 2006-12-12
TV
  • At least one episode
Band
Released
  • 2001-04-06
  • 2009-10-22
Target
  • All
counter
  • 4
ACC
  • 15
Titel
  • Witch
Friends
articlename
  • Antonia Gavilán de Logroño
  • Luca
  • Holly Cleary
  • Jesus Velasquez
  • Lafayette Reynolds
  • Mae
  • Marnie Stonebrook
  • Zaafira
  • Bartolo
Damage
  • 5
Diet
  • Omnivorous
  • Omnivorous, men's Spirit Energy
Gender
  • Female
Recorded
  • July 2009
Race
Experience
  • 80000
RealName
  • Unknown
Second
  • 28
D
  • 5
  • Depends on skill level.
Throw
  • N/A
Quote
  • Without mercy
  • "Hahahahaha!"
LP
  • 1
R
  • Centered on self
sixth
  • 29
Slogan
  • Screenshot
Year
  • 2016
Bild
  • WW Screenshot Witch.png
  • Witch profile.PNG
Old
Creator
  • Southern Cross
  • Shey
Location
  • dbkwik:resource/CCfACqfO36oy004xN-2hhA==
  • Draynor Manor
  • Experimental Magic Field
  • Vellweb
  • Vandura, west of the Dwarf Mines in a small house , Amazon Tower north of Carlin, Triangle Tower, Temple of Xayepocax, Green Claw Swamp and Amazon Camp (Venore), Dark Cathedral , Goroma Volcano , west from Necromant House, Mammoth Shearing Factory, Trade Quarter in Yalahar, The Witches' Cliff .
  • Vandura, west of the Dwarf Mines in a small house , Amazonia north of Carlin, Triangle Tower, Edron Hero Cave in the Warlock room, Venore's Green Claw Swamp and Amazon Camp, Dark Cathedral , Goroma Volcano .
  • Vandura, west of the Dwarf Mines in a small house , Amazonia north of Carlin, Triangle Tower, Edron Hero Cave in the Warlock room, Venore's Green Claw Swamp and Amazon Camp, Dark Cathedral , Goroma Volcano , west from Necromant House.
Strategy
  • Paladins: should stand still and kill them from a distance.
  • Mages: would best use either Wand of Inferno or Necrotic Rod, otherwise either using explosions or GFB depending on how many there are. If you are planning to hunt them, you can summon a Fire Elemental as a mage.
  • If you block them in a corner, they will usually stop spamming their fire attacks and use their weak melee instead.
  • Be careful because they can attack you even before you see them. If you are alone, do not attack more than one witch, since they can damage you fairly fast.
  • Be careful because they can attack you even before you see them. If you are alone, do not attack more than one witch, since they can damage you fairly fast.
  • Knights: should just run up to them and kill them. Try to block her in a corner with other objects or monsters, so she can't run away. A knight can kill a Witch with a Melee Skill of 55 very easily, but just watch out for their fire fields, as they can become a pain if killing more than one witch at a time. If you block them in a corner, they will usually stop spamming their fire attacks and use their weak melee instead.
  • Mages: would best use either Wand of Inferno or Necrotic Rod, otherwise either using Explosion or Great Fireball depending on how many there are. If you are planning to hunt them, you can summon a Fire Elemental as a mage.
  • Paladins: should stand still and kill them from distance.
  • If you block them in a corner, they will usually stop spamming their fire attacks and use their weak melee instead, however be careful because they run away even if cornered.
  • Knights: should just run up to them and kill them. Try to block her in a corner with other objects or monsters, so she can't run away, and shoot Fire Fields. A knight can kill a witch with skills 55/55 very easily, but just watch out for their fire fields, as they can become a pain if killing more than one witch at a time.
  • Be careful because they can attack you even before you see them. If you are alone, do not attack more than one witch, since they can damage you fairly fast. Mages would best use either Wand of Inferno or Necrotic Rod, otherwise either use explosions or GFBs depending on how many there are. If you are planning to hunt them, you can summon a Fire Elemental as a mage. Knights should just run up to them and kill them. Try to block her in a corner with other objects or monsters, so she can't run away, and shoot Fire Fields. A knight can kill a witch with skills 55/55 very easily, but just watch out for their fire fields, as they can become a pain if killing more than one witch at a time. Paladins should stand still and kill them from a distance.
wikipage disambiguates
SPD%
  • 120
DQVIIInum
  • 64
BaseRES
  • 21
HP%
  • 120
DEF%
  • 120
HIT%
  • 120
SP%
  • 130
Bislang einziger Auftritt
  • Wario World
DQVIII
  • A sexy she-monster that seduces enemies with her Puff-Puff abilitybefore unleashing a barrage of spells on her hapless foes.
BaseSPD
  • 17
BaseSP
  • 30
INI
  • 20
unlock-req
  • Complete Beauty of Evil
RES%
  • 130
INT%
  • 130
BaseHIT
  • 16
Spawn
  • Overworld
  • When Lightning strikes near a Villager
  • Witch Huts Anywhere with a light level of 7 or less
ATK%
  • 120
itemDrop
  • 0
IdS
  • witch
Poisonable
  • Yes
IS AGGRESSIVE
  • True
Purchase Link
atk type
  • Ranged
resist water
  • 5.0
resist mind
  • 0.0
resist air
  • 10.0
atk src
  • Fire
resist fire
  • 10.0
cov
  • 0
resist death
  • 0.0
resist earth
  • 45.0
atk pow
  • 84
heightfemale
  • 6.0
weightfemale
  • to 1500 lbs
Alternativer Name
  • Crying girl
Abil
abstract
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  • The Witch is the magic hero class of the Fortress faction from Heroes of Might and Magic III. When levelling up below tenth level, Witches are most likely to gain spellpower and knowledge (40% each), and less likely to gain defense (15%) or attack (5%). After tenth level, attack and defense is at 20% each, and knowledge and spellpower at 30% each.
  • Although they are often thought of as being evil or wicked, witches continue to feature frequently in modern popular culture. The male equivalent of a witch is a warlock.
  • A witch was a being that practiced forms of magic or spells. They could appear in any form but during the 17th century they were hunted down and hanged. The Salem Witch Trials was an example of the paranoia of the New World in order to find any and kill them. Whether or not these people that were executed were actually witches or warlocks is unknown. The word itself is sometimes used as an insult towards women (occasionally as a replacement for the word bitch). Marty McFly's strange antics in Salem, Massachusetts cast a shadow on him and they eventually agreed that he was a witch. Goodman Tannen took Marty and placed him in the water test.
  • White witches are users of Nature-Magic, while Black Witches use Morgûl-Magic. In Middle-Earth the term Witch may refer to: * A female Black Magician * orcish Dushi * The Gurach of the Dunlendings * A Hobbit hagling * A Hûriga or Asdriag Witch-Priestess * A Kuruvi or Curus, or elven Enchantress * Eriadorian Wood-Witches or Wise-Women * dunnish Mhaig * Modrog of the Donaen * Nehalin or witch-doctors of the Ethir-Folk * Wegech of the Hillmen * the Wicca of the Northrons * Willowhags * the Witches of Angmar
  • Bei einer Witch handelt es sich um einen vermummten Gegner mit einer violetten Robe und einem Gesicht, das wie eine weiße Maske aussieht. Auf Deutsch bedeutet der Name "Hexe".
  • Witches specialize in magical ranged attack. Their arsenal includes Poison Cloud, Magic Missile , Curse , Drain Mana and Cure Wounds .
  • A Witch or a warlock, the male counterpart, is the life state introduced in The Sims 2: Apartment Life and reintroduced in The Sims 3: Supernatural. In terms of functions, gameplay and features, witches are one of the biggest and most complicated life states in the game. Most features of the life state are focused on magic, and the ways that witches can use it to manipulate their surroundings.
  • A witch is a person who practices witchcraft. This term can be used to refer to either a male or female. Occasionally, the term "Warlock" is used to refer explicitly to a male user of witchcraft. Given that Dragaerans usually practice sorcery if they wish to learn magic, witches are usually Easterners. One Fenarian word that is used to refer to witches is erdergbassor, however, this particular word has unpleasant connotations. While witches can work alone, in the East, they more often band together in covens for the purpose of mutual protection and promotion. These covens essentially function as guilds. See also Meta:Witch.
  • Witch is a being created by the wishes and dreams of the people in a time of great need. She is refered to as "Dreams made Flesh".
  • Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.
  • Witches are a fairly rare mob on Minecraft. They spawn in or near Witch Huts, which spawn in Swamp Biomes or very rarely in other biomes. Note that, after 1.7.2, Witches have a fairly low chance of spawning in low light. To attack, Witches throw potions with varying effects. They have 26 HP, which means that Witches are actually rather dangerous. This is also because they can make the player unprepared to fight other mobs or severely damage them. They also have the ability to drink certain potions, which can give them more longevity (especially the healing ones). Thankfully, Witches are a fairly rare spawn. Witches fight player with potions of instant damage, and potions of poison.
  • Witch (魔女,まじょ) are women who have an ability to use magic. Witches are the main recurring plot of Luminous Arc Series.
  • The witch is a bent old woman …. leaning on a stick who lives in a thatched cottage of tarred black wood standing in a small potato patch, and is down a green lane. The wooden fence is broken down and one window is broken. Titty remembers her mother’s story of the Obeah Woman about a "native witch (with) wrinkles deep as ditches on her brown face" (SW14). The Witches Quay is an old unused wooden quay with a storehouse on it. The Swallows and Amazons follow a line of eels drawn by Don in the sand to the cottage. The witch taps on the window and comes out, leaning on a stick. She whispers and coughs Looking for young Don? .... Lost my voice I have. He've put his bag in the shed .... New friends for him. Not seen you before. She points to a lean-to shed. She does not reply when John asks if they can go to the shed, and goes inside the cottage. So John leads the way to the shed and finds a sack with the mouth roped up and a message from Don signed with a wriggling eel (SW14). The relationship of the witch (if any) to Don and his family is not stated, although Don’s father’s farm is to the south over the marshes so is in the same area (SW8).
  • Humans who practice magical powers are called "witches". The origin of witchcraft remains a mystery, however it is known that witches have existed for many centuries, passing down their knowledge and skills through generations in family lines. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the devil. Instead, many witches develop their magic through practice and may practice their power however they see fit.
  • Witches were humanoid beings which were distinct from humans. Like humans, witches had dæmons, which always settled in the form of birds. Witches aged much more slowly than humans, and were known to live for more than a thousand years. In Lyra's world, only female witches existed. In this world, witches bore the children of human men, who were witches if female and human if male. There were other worlds in which there were male witches. Witches were able to feel cold, but it did not cause them harm. They were also able to feel tingling and silky sensations on their skin when exposed to starlight and moonlight respectively.
  • Witches are a type of Exile in the Matrix. The two most prominent witches were the Rogue Witch, who was a prisoner of the Merovingian, and "the Witch", who was the most powerful Exile that worked for him.
  • Known since ancient times, they are a race on the boundary of between human and Yōkai. They live in harmony with nature deep within the woods, far from human habitation. It is said that they have the power to use magic by harnessing the power of nature.
  • During the late 17th century in the settlement of Salem on Earth, some Megans—who were living as humans—were accused of being witches and given the death penalty during the Salem witch trials. (TAS episode: "The Magicks of Megas-Tu") On the planet Pyris VII in the year 2267, three illusory witches appeared before a landing party from the USS Enterprise as part of a study conducted by Korob and Sylvia. (TOS episode & Star Trek 8 novelization: Catspaw) When Saavik was young, Amanda Grayson told her the story of Hansel and Gretel in which two human children pushed a wicked witch into an oven. (TOS novel: Unspoken Truth) In the year 2273, a witch named Black Annis appeared aboard the USS Enterprise and terrorised Montgomery Scott. She also injured several of the Enterprise crew and killed two security guards. Black Annis was later revealed to be created by Andrea Manning from Commander Scott's subconscious. (TOS comic: "... Like a Woman Scorned!")
  • A Witch is a corrupted type of woman who has forsaken God, America, and Stephen Colbert in favor of deluded and evil ideas such as liberalism, feminism, communism, or bearology.
  • Also see witch costume on the Halloween wikia.
  • The witch is also known as the witch flounder and it lives in surface waters of the Gulf of Maine, George’s Bank, and the continental shelf of New England and in the middle Atlantic. Usually the habitats where the witch fish spawns its eggs have to follow some conditions, such as a sea surface temperature below 13 degrees Celsius and a high salinity in deep waters. The breeding period of the witch starts in March and it can last till the end of October. The eggs are laid on the bottom of their habitat and the hatchlings live at depths of about 50 to 450 meters. When the hatchlings grow big enough they can feed themselves with insect larvae or even other fish larvae. When the witch becomes an adult it starts using the surface waters as its habitat and they can’t usually be found less than 300 meters in depth. However, when they are ready to lay eggs again they can be found at the bottom again
  • A witch (魔女, Majo) is a supernatural being, normally female, whose original purpose was to drive away misfortune with spells and heal people with herbs, before their kind was persecuted. Witches are a fictitious species asserted as real and existent, for the purpose of the Emerald Witch Education Project.
  • Witches are monsters who are capable of wielding magic and wear evidently mystical outfits, mostly including a pointed hat. One has been spotted in southeastern Al Kharid, as well as Draynor Manor. Much like wizards and darkwizards, they are not capable of using magic in combat, and instead opt for melee. A non-attackable witch is featured in the Black Knight's Fortress quest.
  • Witch is Marjoly's exclusive class in Disgaea: Hour of Darkness and its remakes. She comes with Rank 40 items all equipped: the Nyanko Soul, Gao's Guts, Crowdia's Beauty, and Myao's Cat Ears.
  • Sie weint viel weil sie mutiert ist und alle, die ihr etwas bedeuteten, tot sind. Normalerweise greift sie nicht an, außer sie fühlt sich provoziert, beispielsweise wenn sie angeschossen wird. Oder wenn man sich ihr zu weit nähert. Zudem reagiert sie aggressiv auf Licht. Die Witch ist anfällig für Feuer und Explosivstoffe.
  • Almost all operatives of The Secret Observations Section are Wizards or Witches.
  • The witch crashed into Kid Icarus while flying around on her broom. She mistook the N Team for shopkeepers when she first saw them, and ran into them a second time while Princess Lana, Mega Man, and Kid Icarus were searching the forest for Kevin, who had been hypnotized by Astos. She cast a petrification spell on Lana, but restored her to normal and told the heroes about the Light Crystal once she realized who they were. Later, she gave the sleeping prince a magic herb to wake him up.
  • The Witch is a thief who stole the Dark Scepter.
  • The Witch is a fictional class for Stick Ranger. It can use magical brooms to weaken enemies, meaning they are the contrast of Priests.
  • Witch is a boss found in Breath of Fire II.
  • Witch is a monster who appears in VIII.
  • Witch is monster #44 from the Series 1 figures.
  • Traits associated with Witches are very much as they are in the real world; witches ride broomsticks, mix potions, and associate with monsters. The monsters in question are Hobbes, and children seduced by dark spirits, later turned into ugly, stupid, and violent creatures.
  • She reappears in the 15th episode, Sweet Surprise where she's found along with other characters. In the 11th Dreamworld episode, Cookie Cabana, she uses telepathy to make her house alive by becoming a one-eyed monster.
  • The term witch is occasionally used as the female version of a wizard, though technically this is inaccurate as both terms are gender-neutral. Not many people use this term, but some who have been known to call themselves witches are Adrienne, and Anya Haddad.
  • Witches have appeared infrequently in Sonic the Comic and Sonic the Comic Online: * Ebony uses magical powers to apprehend her foes and is associated with The Order of Magick, but she has never been labelled as a witch. * Agiatha Witchbrew is an elderly witch from the Hill Top Zone. During the use of one of her spells, she managed to accidentally trap herself in her own building. Agiatha's granddaughter, Violet Witchbrew, is a practising witch and accidentally summoned all of Doctor Ivo Robotnik's past robots, putting her village under a new state of RBR. Fortunately, Agiatha was eventually freed and put everything right. * Witches were one of the monsters judged in the Monster of the Year award ceremony. One particular witch was a hopeful for the Golden Fang trophy but lost out to Head.
  • Witch is a light-element based monster of which may be located within Vellweb.
  • As a result of trial and error, Witches’ spells are more diverse and more powerful than the petty spells of other Hedge Wizards, possessing elements of many of the Winds of Magic. However, Witches that use the power of Dark Magic inevitably take a terrible toll upon their minds and souls.
  • As well as vampirism has a negative effect on the psyche of the affected, even witchcraft seems to have negative effects on many witches, who resort to the black arts for evil purposes, such as creating illness, curse their enemies or manipulate and control the mind and body of other people. The affiliation with demonic forces like Diabolos, then, contribute to harden and darken the heart of a witch. Granted the power to manipulate reality at will, witches will be more and more inclined to use magic as a solution to all their problems, fueling more and more negative feelings of revenge, hatred and jealousy. What appears to be a real addiction to magic can be read as key to understanding many behaviors assumed by witches and warlocks. However a witch is not necessarily evil or greedy for power. The character of the individual plays a lot about how magic is practiced and even witches who have made wicked actions such as Angelique, are able to feel love and compassion even towards enemies.
  • Witch has the ability to kill a player, however, there is only a 50% chance of this working. They will be announced as a Witch if their ability fails and they lose the ability after Night 0.
  • A witch is a person who is learned and skilled in witchcraft. A witch could be either female or male, and they connect with the elements and forces of nature in order to practice sorcery.
  • A Witch is a person with the power to effect change by magical means ("Witchcraft"). Almost anyone is capable of practicing magic, though it involves harnessing of both spiritual and supernatural forces. Depending upon their coven or culture, some witches consider themselves Wiccans, as oppose to Spanish witches who prefer the terms bruja (female) and brujo (male). Solitary practitioners are witches who practice magic alone, however most witches choose to join covens in order to enhance their power and to increase their knowledge of witchcraft.
  • Even if some witches have used their powers for evil purposes, most witches are not necessarily evil as has been mentioned several times in the series, examples being Griffin who helped the Company of Light fight the Ancestral Witches (as an effort at redemption for having initially worked with the Ancestresses and Valtor, though it was mentioned by Valtor that Griffin and Faragonda were already friends when Griffin was still with the Ancestresses when he says that Griffin left the Ancestresses to side with her "great friend", Faragonda (who was a Witch but later became a Fairy), Mirta, Lucy and the many other Witches of Cloud Tower who helped the Fairies against the Trix, Darkar (unsuccessfully due to their rivalry with the Fairies) and Valtor many times. Lucy once even told Mirta that not all witches were evil like the Trix, and that some are strong and proud, like Griffin, whom she considered as a role model. In the Shaab Stone arc of the Winx Club Comic Series, Griffin says that both witches and fairies fight evil, but while fairies use good magic, witches use bad/dark magic (witchcraft). In Season 3, the episode "Alfea Under Siege", when Valtor infiltrated Cloud Tower by disguising himself as a deer in danger running away from three wolves (the Trix), several witches saw this and were unable to bare the fact that it could get hurt and so, one of the witches gently called it over to safety, and then treating it with affection. It also seems that witches value responsible and moral usage of their powers. This is especially noted in the comic Star Shattered, when an Earth witch named Jenny Carter ambitiously sought to become the most powerful witch and rule Gardenia, the Winx had put an end to her plans. Bloom states that she is to be admitted into Cloud Tower where Griffin will teach her how a true witch acts; another implication that witches can be/are morally just.
  • The following are changes in the Witch class from its listing in Paizo material.
  • As a young child, the Witch was used to being bullied. Everywhere she went, she was made fun of. Whether it was her abnormally large nose, her off-shade green skin, or just the fact that she carried a broom around wherever she went. The town had completely shunned her. She was banished to the far forests, left to her own devices... and her own magic. Throughout years of being completely alone, she had studied magic day and night, and, with the help of her black cat as a lab rat of sorts, she had learned to make people do whatever she pleased! With her newfound talent, she moved back into the town, taking up home under the guise of a regular townsperson. The Witch vowed to take revenge on everyone that had ever bullied her. That meant working with those who some may consider evil. To her, they were just allies… allies in the war on taking down the Town of Salem. The Witch approaches the house of the town escort. This was the girl who had all the beauty that the Witch didn't. The Witch felt no remorse. She imagined the mafioso huddled in the jail cell, trying desperately to convince the Jailor that he was only an innocent Veteran, and failing. The Witch smiled as she controlled the escort. As usual, the girl did her job, distracting the jailor from executing his prisoner. The next day, Witch was no longer alone. Her new allies didn't care about her revolting looks, or the fact that she literally rode a broomstick to get from place to place. As the mafioso lived on, carrying out the Godfather's orders until every last townie was dead, Witch found herself exchanging smiles with her newfound allies. At last, she fit in. (credit)
  • In 'Better Dead than Co-ed' Miss Cackle says you should always greet wizards on foot. "We witches sometimes have a clear advantage. Wizards aren't so good at flying." Wizards and witches maintain a society entirely separate from non magical society, with their own culture and traditions. Non magical people are generally unaware that witches and wizards exist, and wiches and wizards prefer to remain hidden. Witches and wizards have their own schools; there are thirty schools for sorcery, magic and witchcraft scattered throughout Britian, mostly in isolated places. These schools include Cackle's Academy and Pentangle's Academy for witches, and Camelot College and Moonridge High School for wizards. There is also a magical university, Weirdsister College. Many aspects of non-magical society are evident in the magical one, though wizards and witches tend not to use modern electronics and technology; they use magic instead. Witches and Wizards have different fashions, too; wizards wear robes, and witches wear robes or long dresses. younger witches and wizards tend to dress in more 'normal' clothing, like what non magical people of the same age wear. The Witches Code is a set of rules that every witch must adhere to at all occasions.
  • Special Part(s): Witch is a common class mod for the Siren manufactured by Maliwan. The Witch is obtained randomly from any suitable loot source.
  • A witch was a female humanoid being known to wield magic, usually in order to possess authority over phyical reality and to control the behaviours of others. It is difficult to define "witch" since only two have ever been formally recognised in the whole history of Narnia, though there were strong rumours of others. Most information about witches, therefore, is merely based off these two: Jadis (the "White Witch") and the so-called "Lady of the Green Kirtle". Both of these witches were characterized by greed, unusually long lifespans, a tremendous desire for power, and ruthless use of violence. It is unknown whether all witches were as selfish and heartless as these two. No witches were ever confirmed to be human beings, though they often looked very similar to humans. Jadis, in particular, was known to be half-jinn, half-giant. It is widely accepted historical fact that (particularly in the early eras of Narnia) there was a community of at least a small group of witches who lived west of the Wild Lands of the North, past the northern bourder of the Western Wild, who were known through legend as the "Northern Witches." The White Witch was a definite member of this group and the Lady of the Green Kirtle was assumed by Rilian and his Underland-journeying rescuers to be a member as well.
  • A Witch (魔女 Majou?) is a term simply used to describe certain magic users who have been active in England throughout its history. They are part of the cause why the anti-magical culture of England has developed unnaturally and thus the reason why Necessarius was created. From their persecution, it could be inferred that some of their magic practices defy the teachings of the church, even though it has been stated that their magic doesn't come from unnatural rituals such as cooking unbaptized babies nor something along those lines.
  • A witch is a person with the power to effect change by magical means ("Witchcraft"). A witch can be either male or female, as they connect with the elements and forces of nature, in order to practice sorcery.
  • A Witch or Wicca (medicinal witch) is a hybrid of human and dáimon, angel or demon and a people of Orbis Terrae.
  • A Witch is a female magic user, often, though not exclusively, perceived as being of evil alignment.
  • The witch's traditional connection to evil has been used in many plays, novels, and stories for centuries on Earth; it has essentially been woven into the Human subconscious. And this was where the alien explorer Korob, living on Pyris VII, found it when he telepathically scanned a USS Enterprise landing party in 2267. Witches were among the eerie manifestations of his power; he created an illusion of three witches either to dissuade Captain Kirk or to test his character. During Kirk and the landing party's encounter with the three witches, the spectral hags warned Kirk to go back, reminded him of the curse laid on his ship, and used doggerel to advise him that the consequence of remaining was death: Wind shall rise. And fog descend! So leave here, all... Or meet your end! Following this, the shades faded from view (their cackling the last to go); soon after, gusts of wind battered the party and the fog thickened. Spock speculated later that the imagery, including the witches, was possibly calculated to frighten visitors, and might be the result of an attempt to probe Human minds that missed, reaching only the fears normally bottled up in the subconscious. This scene was probably inspired by the three evil witches in Shakespeare's play Macbeth. Korob and his colleague Sylvia, presented themselves as a sorcerer and witch, complete with ancient, fog-bound castles, magical implements and accouterments, and displays of power intended to suggest magic. Korob later told Kirk that all of it was created as a test of loyalty, bravery and character. (TOS: "Catspaw" ) In actuality, tales of witches were fostered by the Megans. While on Earth, they were subjected to the Salem witch trials. (TAS: "The Magicks of Megas-Tu") The Kahn-ut-tu were the local witch people of Neural, one of whom was Nona, who used her witchcraft to control others. (TOS: "A Private Little War" ) While trapped in Sarpeidon's past, Kirk's use of technology (in the manner of his appearance, and calling out to the landing party on the other side-in the "present") was mistaken for witchcraft; branding him as a witch to face persecution. (TOS: "All Our Yesterdays" ) After Admiral Norah Satie's failed attempt to expose a non-existent conspiracy within the crew of the USS Enterprise-D, Captain Jean-Luc Picard compared the situation to the, "torture of heretics and the burning of witches." (TNG: "The Drumhead" ) In 2371 in the mirror universe, Jadzia Dax called Jennifer Sisko a witch. (DS9: "Through the Looking Glass") Additionally, the script of "True Q" had some insight in the thoughts of Amanda Rogers after strange things had been happening to her, with her musing that they used to burn witches. In a deleted scene from "The Big Goodbye" , Beverly Crusher describes Senator Joseph McCarthy as "the man who hunted communist witches". [1]
  • Witch is a word for a woman that practices magic. It especially refers to women well-verse in herbcraft and healing, some of whom live on their own in the woods, separate from the village. They survive on their own and seek to be close to the nature they shape to bring effect in the world, but they may depend on the village for certain items or in times of scarcity. Other terms: herb woman, crone, hag, sorceress, enchantress, macrale/makrâlle, baba. A male witch is called a warlock.
  • [view] • [talk] A Witch is a ranged mob, added in the Pretty Scary Update. Witches are hostile and are found mostly in Swamp Biomes wandering around their houses. When a Witch notices the player they begin to viciously attack them with splash potions. Witches also have the ability to regenerate health. It fires splash potions of weakness, slowness, poison, and harming to weaken the player so it makes it easier to attack the player. Because of this, the player's armor is rendered useless, regardless of the armor's material and/or enchantments.
  • A witch is a man or woman who is learned in Witchcraft. Witches are humans that can use magic to affect change by supernatural or paranormal means.
  • Witches are humans who use supernatural powers to affect people or the environment. The practice of witch magic is called "witchcraft". Witchcraft is dated back in time, prior even to vampirism, and witches are essentially formidable psychics with the ability to communicate and manipulate spirits.
  • A Witch is a person with the power to affect change by magical means ("Witchcraft"). A witch can be either female or male, as they connect themselves with supernatural forces in order to practice sorcery.
  • Witches in The Elder Scrolls II: Daggerfall were found near Daedric Shrines and could do "Daedric Summoning" (would summon the Daedra corresponding to the shrine you are near) if you had a high enough reputation with the Witches and for a sum of gold. The NPC would change from a beautiful woman, to an ugly old woman holding a staff, called a beldam, or hag. They were members of various covens throughout High Rock. In The Elder Scrolls III: Morrowind, witches are not prominent, but in Bloodmoon, three Glenmoril Witches make an appearance and are able to cure lycanthropy. Ettiene, Fallaise, and Isobel make an appearance in Dragonborn as Hagravens. In The Elder Scrolls IV: Oblivion, a lonely old woman by the name of Melisande is one of the last known Glenmoril Witches. She helps the player find a cure for vampirism. In The Elder Scrolls V: Skyrim, Witches are female mages that dwell in Covens with other witches and Hagravens. Witches may be any of five races depending on their Destruction magic specialization (Breton, Nord, Imperial, Dunmer, Altmer). Some witches, such as Anise and Illia, aren't initially hostile towards the player. It can be deduced that various covens worship different Daedric Princes as in Daggerfall, as the Glenmoril Witches, devout followers of Hircine, make an appearance. However, the Daedra they are loyal to is not explicitly stated. Hagravens are the head of a coven and they train the witches; Hags are witches training to become Hagravens. Witches are seen as powerful beings, feared and respected by common folk. According to accounts such as 2920, witches rely on their connections to spirits and magical creatures and use a special kind of Conjuration magic, closely related to their respective Daedric patron. Most witches will worship in a coven that is dedicated to a Daedric Prince and are able to summon their respective Prince. For example, Sigillah Parate has been a witch of various Daedra in her lifetime, and the Glenmoril Coven are devouts of Hircine. Witches, who are only female, should not be confused with the average Daedric cultist that worships a Daedric Prince.
  • A witch was a practioner of magical arts. The term was often primarily applied to female magicians, though not all female magicians considered themselves witches. Some cultures used the term "wizard" to refer to a male witch (TV: The Dæmons) while others used witch to refer to practioners of both sexes. Less advanced cultures had a fear of witches and would sometimes mistake psychic powers or advanced technology as witchcraft.
  • The Witch is a class of Star Child in Conception 2. To create one, you require one Magical Girl Heart. It is a female-only class. Magical Girl Hearts can be obtained by going to the second or third floor of "Sealed Tomb." Once there, you have to steal the item via the thief skill Pickpocket (or any other variant). The enemies that drop this item are Booteles and Bootes
  • In the Witcher universe, witches are distinguished from both witchers and sorceresses. They tend to be "wise-women" or healers and are usually, but not exclusively old women, even hags.
  • Witch can refer to: * The class * The Shining Force II enemy
  • The Witch first appeared in Dora Saves the Prince, when she locked Prince Ramon in The High Tower.
  • The Witch is one of the base creatable human units. She is a purely magic-orientated unit and upon creation will receive one of the three base elemental magic skills at random which she will eventually level to its highest 4th tier level. She has high INT with reasonable RES and SPD, but has very low HP, ATK, and DEF making her very vulnerable to physical attacks and best used from a distance or when she can defeat the target in a single attack. She is most proficient in the use of Magic skills with Nature skills as support although she can also act as an average healer in a pinch. She's best suited to using books, preferably of an element she can't use initially, although canes and staves are also reasonable weapons. Witches have a very low confinement time of only 3 and a rather poor movement range, meaning they're best summoned near their targets. It's also helpful to check a targets' elemental resistance to see if the Witch can cause heightened damage. At higher levels, a Witch can dispatch large groups of enemies if enough time is put into developing her skills. It may also help to heighten her primary weapon's HP% using a Fusionist. Her owl equivalent is the Owl Mage and her Putty equivalent is the Putty Mage. On Phantom Isle, the Witch can be used to reorganize or delete skills that characters or items have learned. Note that certain skills cannot be deleted, even if they can be transferred.
  • Witch is a level 76 type dungeon boss. It can be found in Experimental Magic Field. ==Tips for defeating Witch==__NOEDITSECTION__ She currently has 1,134,229 HP ==Additional information==__NOEDITSECTION__ The antagonist of Rappelz, this Witch is a level 76 Boss monster. As such, she is not to be taken lightly and can easily defeat players many levels above her. She only spawns at the north western most area in the Experimental Magic Field when the quest The Witch's Resurrection is taken. She can cast high damage AoE spells and regularly summons Fanatic allies to aid her.
  • Witches are considered by most scientists indigenous to Europe, though witches can also be found on other continents. Witches often live in warrens dug out in local geography. Where the local geography does not allow the construction of significant warrens, witches have been known to build towers. A famous locale thought to contain witch warrens is Witch Mountain. Witches are prone to forming matriarchal societies in vast underground tunnel networks, though other societal structures have also been observed. Rarely, a witch will nest in urban settings, using glamor spells to either blend in with society or become invisible. Not many people have attempted to brew a witch cure to rid witches of their afflictions, possibly because it is more enjoyable to just burn them at the steak. Burning steak, however, is a waste as it does not taste as nice as medium-rare. Witches are also usually known to like steak almost as much as they enjoy eating children, but find stakes rather inedible and distasteful. Occasionally, one may find a Vegan Witch - these are known to be especially fond of toadstools. Witches also enjoy the company of vampires, and the occasional animated skeleton. It's just a known fact.
  • A Witch (魔女, Majo) is a powerful, humanoid female being who can manipulate magic.
  • How to Get * Magic Stone Weekly Hot Sale Skills Promotion Requirements Trivia * Medea is one of the first heroes without a counterpart in DOT Arena * Medea shares her name with the sorceress from Greek mythology who was the wife of the hero, Jason.
  • Witches were a type of wizard that gained instruction from entities outside the Prime Material Plane. Almost all Witches were female, but a few male Witches existed and were usually called Warlocks.
  • Witches are humans who possess supernatural powers. They can be male or female (although male witches are better known as Warlocks). In folklore, female witches are elderly hags who use dark magic to cause mischief and chaos. In 1665 (before Dimmsdale was named), Timmy Turner, who had travelled back in time, discovered that Alden Bitterroot was a warlock. Alden was planning to trick the townspeople into naming the town after him.
  • A witch is a female practitioner of magic. They practice witchcraft and cast spells and curses on people for many different reasons. The Witch of the Waste puts a curse on Sophie in her hat shop for 'standing up' to her- a notorious witch.
  • Witch was a term that designated any female practitioner of magick, such as the Nightsisters of Dathomir. It could also be used colloquially in reference to a very unpleasant woman.
  • Witches are practitioners of magic that come in flavors of good and evil, and the shades of black and white. Some follow the Left-Hand and others the Right-Hand paths. There are friendly-type witches known, but in general most examples tend to be quite evil and wicked, witches of the evil persuasion. There are histories that tell of witches swooping from the sky so fast it was almost impossible for anyone to escape. The few that had, muttered how they were imprisoned and kept caged, much like a dangerous pet. They talked of how some witches played with their new pets, and they groaned out details of unspeakable torments to both mind and body. Only a few of those that got away escaped with their sanity. There is a belief, not so common anymore, that a wicked witch can throw a magic bridle over someone's head and turn the person into a horse. The witch then rides the unhappy person a long distance to some witches' gathering, and rides back in the morning. The victim soon becomes ill and weary from lack of sleep and died. A number of folktales exist that tell how some victims were able to escape this fate. Evil witches cause fear or hold victims in bondage. Hags and their sisterly witches keep stewpots at ready for the unwary. Dahlia is the witch that stole the chest of gold from Edward the Benevolent. She lived in a gingerbread house, and would turn those she captured into gingerbread men. Hagatha was a witch in Kolyma that kidnapped Valanice. The three hags that lived in a cave in Tamir using a single glass eye to see, were also witches. They were not necessarily evil, but perhaps neutral in the affairs of humans, despite their cannibalistic tendencies. The Witch of the Dark Forest who lived in the dark woods of northern Serenia had turned Princess Alicia into a weeping willow, and banished Herbert to a farway forest. She was captured in a Genie bottle by the vengeful genie trapped inside. A similar hag (if not the same) had long time before turned Prince Cocteau into a beast, set him on the Isle of the Forest. She sent him and his mansion there, and caused the forest to grow dark and envelop his home. She set up three magical barriers to imprison him, and to keep people out. Part of her curse, was anyone who broke past the three barriers would become slaves to the prince, taking on beastly appearances as well. The only way the prince could break the curse was if a maiden would join him and live in his castle on her own free will. Sinofas lived in a marsh in Daventry just past the Old Wood. She helped Alexander re-enter the black castle by turning him into a frog. Sinofas is also an example of either a good witch or at least neutral. An evil Swamp Witch lived in the Swamp near Daventry. It was a sorceress witch who transformed Cocteau into a Beast and trapped on the Isle of the Beast. Witches are known for using black cauldron, and often making vile potions and stewss Witches are apparently immune to most projectiles other than a gun with a silver bullet (the bane of many mystical creatures, including were-folk, Efreeti, Vampires, and Lizard Folk). The male equivalent to a witch would be a warlock.
  • The Witch (魔女 Majo) is a combat magical class that is introduced in Fire Emblem Gaiden. Wielding offensive magic as its primary weapon of choice, the Witch class is renowned for its ability to Warp from one point to another in any given skirmish.
  • Witches are Hostile Mobs that were added in Update 0.14.0. They attack using harmful Splash Potions and also drink beneficial Potions.
  • Witches appear to be humans with magical talent focused through a variety of rituals. The novels contain numerous passing references to witches. * Upon issuance of a warrant, witches now may be executed rather than captured and held for trial because, like vampires, there is no reliable way to confine a witch safely. Some witches can pass through bars, while others can use their powers from within a cell. * Similar to the relationship between a vampire and its human servant, a witch's powers are magnified if the witch's familiar is nearby. * A sufficiently powerful witch can curse others. Anita describes this process as not being a ritual, but rather the result of a witch focusing his or her entire magical power on another. One of the characters in The Lunatic Cafe was cursed to become a shapeshifter and shift into a swan. * The term "witch" is apparently used very generally, to refer to everyone from Wiccans to dark magicians such as the coven Anita meets in The Lunatic Cafe. * Most witches connect their power and rituals to nature in some way. (Lunatic Cafe)
  • The Witch is one of the enemies that make an appearance in Wario World. They appear in Mirror Mansion. They are witches with white faces. Witches are invisible, but can be seen in the mirror. Wario must find the witch and attack her. Witches take three hits to stun. Then Wario must Wild Swing Ding them in the direction of the Swirly Spinner to open the gate. Witches don't last long before disappearing. They appear near Wario. Witches shoot pieces of electicity at Wario.
  • Witches are humanoid creatures that look like regular humans, except for certain characteristics. Different types of Witches exist, so not all of them look alike.
  • A witch is a human being born with a piece of the All, which enables them to manifest magical powers. Like mortals, witches can be either good or evil, but only good witches serve as protectors of the innocent. The origin of witchcraft dates back to the beginning of the Earth itself. Since then, witches have existed for untold centuries, passing down their knowledge and skills through generations in family lineages. Contrary to popular belief, witches do not receive their powers from demons, nor do they worship the Devil. Instead, witches use their powers to hunt and vanquish demons in order to protect the innocent and to make the world a safer place. The term "witch" is not exclusive to females, and is extended to males as well. Every bloodline of witches originates from Neena, also known as the first witch.
  • Witch is the name of the second single by wizard rock band The 8th Horcrux. The song is a parody of "Bitch" by Meredith Brooks.
  • A witch is a rare type of spellcaster. Witches eschew the more dramatic forms of magic, preferring the more subtle arts of hexes, jinxes, and curses. They are quite adept at summoning and controlling spirits - those that have not yet passed beyond the Ethereal Void, and indeed it is this natural ability of spirit control that separates the dabblers from the truly powerful. Witches can be both men and women, although more women seem to be witches than men. Witches tend to study what could be loosely cataloged as "black magic" - some of them lean towards neutral use, and in rare cases, good use of such magics, but that is the exception rather than the rule. Of course, a witch would never define what she does as black magic, for in the mind of a witch magic is merely a tool to be used, and they believe if they were not intended to use it as they wished, they would not possess the abilities they do. Witches believe in a natural balance between suffering and compassion, and therefore they do not worry about whether or not their magic helps or harms so long as they achieve the results they desire. As far as the witch is concerned, if they cause an individual to suffer, the individual will receive an equal amount of good to offset the bad. Whether it occurs in this life or the next isn't the concern of the witch. When a witch gains a certain amount of experience, she may choose to bind herself to an aerial spirit. Such a binding increases the power of the witch significantly, and is not something to be undertaken lightly. The binding is irrevocable and lasts until the final end of the witches' life. The binding allows the witch to tap into forces - through the aerial spirit - that enable her most powerful spells. Witches have a natural affinity with the towne of Xaventry due to the high concentration of spirit energy to be found there. A Witch's primary attribute is Wisdom.
  • A witch is a wielder of magic and the female equivalent of a warlock. Like a sorcerer, they have the abilities to cast any type of magic. Most of the witches in "Merlin" are cruel as they seek revenge for past crimes that have been inflicted upon them, like Morgana Pendragon wanting revenge of her father Uther and half-brother Arthur for their hatred toward the very thing she was born with. However some witches are kind and are wrongly accused for their crimes. One example would be Gaius' former fiancée Alice, who was forced to poison Uther on orders given to her by the manticore.
  • The Witch (also referred to as the Crafty Wood Carver) is a supporting character in Brave.
  • Witch was a derogatory title given to the Bene Gesserit by people who didn't like them. It had to do with their mystical abilities in combat, uncanny knowledge of people and events, and, in the expanded universe, probably their origins as the Sorceresses.
  • Role: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them. Alignment: Any. Hit Die: d6. Starting Wealth: 3d6 × 10 hl (average 105 hl.) In addition, each character begins play with an outfit worth 10 hl or less. The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Martial Knowledge (Makai Book)(Int), Martial Knowledge (Staff)(Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Int modifier. The following are the class features of the witch. Evility Witches possess the Evility Magic bundle at first level, and use the Wizard's list of evilities. Magic Bundle The saving throws for all of your spells increase by +1 Weapon and Armor Proficiency Witches are proficient with all simple weapons and the Makai Book. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail. Spells A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. Hexes • Aura of Purity (Su) • Beast of Ill-Omen (Su) • Blight (Su) • Cackle (Su) • Cauldron* (Ex) • Charm (Su) • Child-Scent (Ex) • Coven (Ex) • Cursed Wound (Su) • Discord (Su) • Disguise* (Su) • Evil Eye* (Su) • Feral Speech (Su) • Flight* (Su) • Fortune (Su) • Healing* (Su) • Misfortune (Su) • Nails (Ex) • Peacebond (Su) • Poison Steep (Sp) • Prehensile Hair (Su) • Scar (Su) • Slumber (Su) • Tongues (Su) • Unnerve Beasts (Su) • Ward (Su) • Water Lung (Su) • Energy Burst (Su): You have learned to channel your arcane energies into a blast of raw magic energy to use against your foes. You gain an energy blast useable a number of times per day equal to 3+Intelligence modifier. This deals 1d6 damage and requires a ranged touch attack out to 60 feet. This damage increases by +1d6 damage every time this hex is selected (To a maximum of 10d6). • Witch Trap: You have learned a dark art, allowing you to craft powerful traps that you can use to destroy your enemies. Upon selecting this hex you learn to craft a single type of trap. The following traps, their durations, and the damage dealt are located below. o Bomb Trap: 2d8 +2 damage per spell level (Max 2d8+18) o Stunning Trap: 1d4 rounds o Sleep Trap: 1d6 rounds o Poison Trap: 1d4 Strength Damage; 1/round for 5 rounds; Two saves ends the effect o Heal Trap: Heal 2d8 +2 per spell level (Max 2d8+18) To craft each trap, you must expend a spell slot and 250 hl per level of the spell slot. The Trap lasts forever in the shape of a small gem and can be thrown out to 30 feet. When the trap lands it is hidden, and a creature must make a perception check vs. your craft (Trapsmithing) check to spot it. Creatures with arcane sight, true seeing, and other similar effects can see the trap normally. Any creature coming within 5 feet of the trap must make a Will saving throw DC: 10+Level of spell slot sacrificed+ Intelligence modifier or be effected by it. This effects all creatures within 5 feet of the trap when it goes off. • Deliver Touch Spells (Su): The familiar can deliver touch spells or hexes for a Witch. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. • Untouched by the Seasons (Su): By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per Witch level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. • Dominion Stride (Ex): A witch may move through any sort of undergrowth or rough terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. This can be used so long as you are within your dominion. • Avoid the weak (Su): While within her domain, the witch can ignore a number of squares equal to her intelligence modifiers in spell burst effects, thus not effecting the areas selected with the spell she casts. • Dominion Power (Su): While within her dominion, the witch gains a +1 bonus to her spell save DC's. At 12th level, the witch also gains a bonus to damage with the spells equal to the spell's level. • Poison Use (Ex): The witch can apply poisons without the possibility of becoming poisoned herself. • Dominion walker (Ex): A forest witch suffers no penalty to speed or on Acrobatics or Stealth checks in their dominion. The hexes not described here can be found here [1]. NOTE: Some hexes have been altered to fit the new Witch class. As such Swamp Hag and Swamp's Grasp can only be selected by witches if it is in their list of dominion hexes. Dominion At 1st level, when a witch gains her familiar, she must also select a Dominion. This Dominion is a powerful location that is also keyed to a specific kind of power or magic, that the Witch draws her power from. Below are listed the powers and the sort of locations each one pertains to. At 2nd level, and every two levels thereafter, a witch’s dominion adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the dominion chosen. Each Dominion is listed by its environment type. In addition, Each Dominion offers unique Hexes, Major Hexes, and Grand Hexes that only witches of that dominion can select. See a complete list of Witch Dominions here. At 1st level, a witch can choose to form a close bond with a familiar or with a party member. A familiar is a creature that teaches her magic and helps to guide her along her path, and the party member works almost like a bodyguard. These aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. If selecting a familiar, this functions like the animal companion class feature, except as noted in the Witch’s Familiar section. A Witch's familiar can be selected from the following creatures, of which the Drope and Nobinya are Outsiders with the Demon, Witch Soldier, and Monster subtypes, the Corigon is a Fey with the Demon and Monster Subtype, and the Stuffed Doll is an Outsider with the Construct, Demon, and Monster Subtypes. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. A Witch's familiar begins with no evilities, but gains mana normally and can select and purchase them just as anyone else could. It also possesses 3 evility slots as a monster type. If the witch selects a party member, that party member must be willing and ready to follow the Witches' every command. If Unwilling, the creature must be effected by dominate person or another similar spell before it can be granted these powers. If it ever disobeys the witch, it takes a -4 penalty to all d20 rolls for 24 hours. A witch can also use this on a creature that has been summoned and bound to the plane. The creature can never be of more hit dice than the witch. The creature granted with these abilities gains a number of temporary hit points equal to the witch's level, and it gains a +2 bonus to attack and damage against any creature that has harmed the witch within an encounter. A creature can only be the familiar of a single witch at a time. The familiar loses these abilities if it is further than 100 feet from the witch, unless it is in the dominion of the witch, whereas the distance is limited only to the plane. Major Hex Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex. Major Hexes • Agony (Su) • Animal Skin (Su) • Beast Eye (Su) • Cook People (Su) • Delicious Fright (Su) • Hag’s Eye (Su) • Hidden Home (Sp) • Hoarfrost (Su) • Ice Tomb (Su) • Infected Wounds (Su) • Major Healing (Su) • Nightmares (Su) • Pariah (Su) • Retribution (Su) • Speak in Dreams (Sp) • Vision (Su) • Waxen Image (Su) • Weather Control (Su) • Witch's Bounty (Su) • Witch's Charge (Su) • Witch’s Brew (Ex) • Improved Witch Trap (Su): Your Witch Traps are better than other Witch's traps. You can select this multiple times, applying each effect to all of the witch traps you can craft every time you select it. Each one can be selected only once each. o Blast Range: Increase range by 5 feet. o Improved Damage: Deal +2d8 on bomb or healing Witch traps. o Stronger Traps: Increase the save DC by +2. o Duration Traps: Increase the Duration on Poison, Stunning, and Sleep traps by +2 o Virulent Poison: Increase the poison damage dealt by +2. • Third Eye (Su): You have harnessed the power to open your third eye and look off into the vast expanse of the world. This works as a Scrying spell, and you can use it for 1 minute per witch level. Not all minutes must be consecutive, and activating it is a only a standard action. • Spell Book: A Witch can purchase a spell book and use it in a way similar to a wizard. A Witch can scribe a number of spell levels into this book equal to her intelligence modifier. Scribing the spells takes the same amount of time as it would for a wizard and the spell must be on the Witch's spell list. The Witch can cast the spell so long as she has the book. If she wishes to, she can erase the spell and scribe a new one, taking it's place in the book and taking the same amount of time to scribe it. • Poison immunity (Ex): The witch becomes immune to poison. • Negation (Su): While within her dominion, the Witch is treated as having Evasion. • Knowing Eye (Su): While within her dominion, the Witch gains Blindsight out to 60 feet. At 16th level this becomes 120 feet. Grand Hex Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex. Grand Hexes • Abominate (Sp) • Curse of Nonviolence (Su) • Death Curse (Su) • Dire Prophecy (Su) • Eternal Slumber (Su) • Forced Reincarnation (Su) • Lay to Rest (Sp) • Life Giver (Su) • Natural Disaster (Su) • Summon Spirit (Sp) • Witch’s Hut (Su) • Greater Third Eye (Su): This works as the Third Eye ability but it is Greater Scrying instead of Scrying. You must possess Third Eye before selecting this. • Forbidden Seal (Su): You have harnessed the power to place forbidden seals on a creature or place. This effect is similar to a bestow curse or a Major curse spell or a mark of justice and sometimes as an anti magic circle, and an inward protection vs. Allignment spell. This can be used to seal an area's power, a creature's power, or a creature into a specific place. This ability can be used once per day and it takes an hour ritual to accomplish. Once completed you gain one of the following effects. o Creature cannot use any of it's spells, supernatural abilities, or techniques and it is barred from leaving an area designated by you (Of up to 1 mile per level). This creature is placed in a stasis and must not eat, drink, or breathe to survive, but otherwise is as normal. The creature cannot leave the area of effect. o An area of up to 10 feet per level is treated as an anti-magic zone. This cannot be dispelled by any other means than by destroying the seal. o A Creature is bound in place and put into a death like sleep. This works as both an anti-magic zone and an inward protection vs. allignment spell only on the creature and they cannot escape from it. Regardless of the choice, a Creature gains a Will saving throw to negate the effects. It takes a -2 penalty for every time within a week it has had to make the saving throw and if already under the effects it takes an additional -2 for every instance it fails. A Creature that has recently been slain gains no save against this seal. To break the seal requires a Wish or Miracle spell of the same caster level as the Witch that used the Forbidden Seal.
  • Witch may refer to: * , a magical species from the Alethia universe. * , magic users from the Sunshine, Apollo, Helios, Phaeton and Sunday . * , people born with special, usually personally appropriate, abilities in the Aurum universe. * , as female wizards are commonly called witches. They are magic users from Fantasia and Lumos. * Witches, the magic users from Chronicle known for spellcasting and feline familiars. often use their spells. * , people born with fire powers from the Chronicle universe.
  • A witch is a person with the power to affect change by magical means ("Witchcraft"). A witch can be either male or female, though male witches are commonly known as "warlocks". They connect with the elements and forces of nature in order to practice magic.
  • A type of monster possessing a lot of magic power and the ability to cast a variety of spells. Originally they were human women but they sought “eternal youth” and “extreme power.” Receiving the power of baphomet, they’ve become monsters. Since they were originally people to begin with, most of them live mixed in with people. Their personalities are very close to human, but have been indoctrinated with the baphomet’s ideologies. This compels them to cast bewitching spells, do experiments, promote the cult “Sabbath,” and kidnap men. Furthermore, they all appear as little girls for some reason. The never age any further than that. Most of them also have very childlike behavior and attitudes, but a lot of them are very old and possess huge amounts of magic power. So, don’t let them catch you off guard. They take in spirit energy through sexual intercourse with men, replenishing and empowering their magic. For that reason, once they’ve taken a liking to a man, they assault and force him to be bound as a familiar. Also of note, they periodically gather before baphomet, and hold an assembly called “Black Mass.” At this assembly, they have an orgy of pleasures. They discipline and train rebellious familiars while indoctrinating men and women in the ideology of “Sabbath.” All have been gathered from many different lands specifically for this day. |-|Extra Art= witch1.jpg cake monster + witch.jpg|Cake Golem, artwork by Kenkou Cross. |-|Fan Artwork= anime_sexyCreatureGif_Witch.gif Witch.png|Credits to Jastersin Witch 2.jpg|Credits to Jastersin and Maritan witch.jpg Sabatoru majo.jpg|From fan game, Sabatoru!, by kamumura majyoko color1.jpg Ménage à 5.png __NOEDITSECTION__
  • A witch was a Force-sensitive member of Volta society.
  • In his first Oz book, The Wonderful Wizard of Oz (1900), L. Frank Baum famously created good witches in the north and south of Oz and evil witches in the east and west. The Wicked Witch of the East ruled the Munchkin Country, while the Wicked Witch of the West dominated the Winkie Country. Dorothy Gale met the Good Witch of the North, from the Gillikin Country, early in her first stay in Oz (Chapter 2). Glinda is identified as the good "Witch of the South" (Chapter 18), though in later books she is generally called a sorceress rather than a witch. She is consistently located in the Quadling Country. Baum left his Good Witch of the North unnamed in his original book; but in his 1902 stage adaptation of the book he called her Locasta. The author killed off both of his wicked witches in his first Oz book; when he came to write his second, The Marvelous Land of Oz (1904), he needed a new villain, and produced Mombi, the Wicked Witch of the North. For the first time, both a good and an evil witch were associated with one of the cardinal directions. She had been taking care of the young Ozma who had been changed into a male called Tippetarius or Tip by order of the Wizard. However in the end of that book, she is stripped of her powers. Baum added another level of complexity to his scheme in his fourth book, Dorothy and the Wizard in Oz (1908). At one point, Princess Ozma explains that there had previously been wicked witches in all four quadrants; in addition to the two destroyed by Dorothy, "a good witch had conquered Mombi in the North and Glinda the Good had conquered the evil Witch of the South" (Chapter 15). Baum added others villains, witches (like Blinkie), Yookoohoos, and other magic workers in later books, but did not amend his large-scale yet still incomplete fourfold scheme, of four evil witches and two good ones.
  • Witch or variations thereof may also refer to: __TOC__
  • While the term "witchcraft" can have positive or negative connotations depending on cultural context (for instance, in post-Christian European cultures it has historically been associated with evil and the Devil), most contemporary people who self-identify as witches see it as beneficent and morally positive. Witches are traditionally stereotyped as being female, however their male equivalents were also often referred to as witches.[1] Overview Hans Baldung Grien: Witches. Woodcut 1508Practices and beliefs that have been termed "witchcraft" do not constitute a single identifiable religion, since they are found in a wide variety of cultures, both present and historical; however these beliefs do generally involve religious elements dealing with spirits or deities, the afterlife, magic and ritual. Witchcraft is generally characterised by its use of magic. Sometimes witchcraft is used to refer, broadly, to the practice of indigenous magic, and has a connotation similar to shamanism. Depending on the values of the community, witchcraft in this sense may be regarded with varying degrees of respect or suspicion, or with ambivalence, being neither intrinsically good nor evil. Members of some religions have applied the term witchcraft in a pejorative sense to refer to all magical or ritual practices other than those sanctioned by their own doctrines - although this has become less common, at least in the Western world. According to some religious doctrines, all forms of magic are labelled witchcraft, and are either proscribed or treated as superstitious. Such religions consider their own ritual practices to be not at all magical, but rather simply variations of prayer. "Witchcraft" is also used to refer, narrowly, to the practice of magic in an exclusively inimical sense. If the community accepts magical practice in general, then there is typically a clear separation between witches (in this sense) and the terms used to describe legitimate practitioners. This use of the term is most often found in accusations against individuals who are suspected of causing harm in the community by way of supernatural means. Belief in witches of this sort has been common among most of the indigenous populations of the world, including Europe, Africa, Asia and the Americas. On occasion such accusations have led to witch hunts. Under the monotheistic religions of the Levant (primarily Christianity, and Islam), witchcraft came to be associated with heresy, rising to a fever pitch among the Catholics, Protestants, and secular leadership of the European Late Medieval/Early Modern period and sometimes leading to witch hunts. Throughout this time, the concept of witchcraft came increasingly to be interpreted as a form of Devil worship. Accusations of witchcraft were frequently combined with other charges of heresy against such groups as the Cathars and Waldensians. The Malleus Maleficarum, a witch-hunting manual used by both Roman Catholics and Protestants, outlines how to identify a witch, what makes a woman more likely to be a witch, how to put a witch to trial and how to punish a witch. The book defines a witch as evil and typically female. In the modern Western world, witchcraft accusations have often accompanied the Satanic Ritual Abuse hysteria. Such accusations are a counterpart to blood libel of various kinds, which may be found throughout history across the globe. Practices considered to be witchcraft Practices to which the witchcraft label have historically been applied are those which influence another person's mind, body or property against his or her will, or which are believed, by the person doing the labelling, to undermine the social or religious order. Some modern commentators consider the malefic nature of witchcraft to be a Christian projection. The concept of a magic-worker influencing another person's body or property against his or her will was clearly present in many cultures, as there are traditions in both folk magic and religious magic that have the purpose of countering malicious magic or identifying malicious magic users. Many examples can be found in ancient texts, such as those from Egypt and Babylonia. Where malicious magic is believed to have the power to influence the mind, body or possessions, malicious magic users can become a credible cause for disease, sickness in animals, bad luck, sudden death, impotence and other such misfortunes. Witchcraft of a more benign and socially acceptable sort may then be employed to turn the malevolence aside, or identify the supposed evil-doer so that punishment may be carried out. The folk magic used to identify or protect against malicious magic users is often indistinguishable from that used by the witches themselves. There has also existed in popular belief the concept of white witches and white witchcraft, which is strictly benevolent. Many neopagan witches strongly identify with this concept, and profess ethical codes that prevent them from performing magic on a person without their request. Where belief in malicious magic practices exists, such practitioners are typically forbidden by law as well as hated and feared by the general populace, while beneficial magic is tolerated or even accepted wholesale by the people - even if the orthodox establishment objects to it. Spellcasting Main article: Magic (paranormal) Probably the most obvious characteristic of a witch was the ability to cast a spell, a "spell" being the word used to signify the means employed to accomplish a magical action. A spell could consist of a set of words, a formula or verse, or a ritual action, or any combination of these.[2] Spells traditionally were cast by many methods, such as by the inscription of runes or sigils on an object to give it magical powers, by the immolation or binding of a wax or clay image (poppet) of a person to affect him or her magically, by the recitation of incantations, by the performance of physical rituals, by the employment of magical herbs as amulets or potions, by gazing at mirrors, swords or other specula (scrying) for purposes of divination, and by many others means.[3] Conjuring the dead Strictly speaking, "necromancy" is the practice of conjuring the spirits of the dead for divination or prophecy - although the term has also been applied to raising the dead for other purposes. The Biblical 'Witch' of Endor is supposed to have performed it (1 Sam. 28), and it is among the witchcraft practices condemned by Ælfric of Eynsham: "Yet fares witches to where roads meet, and to heathen burials with their phantom craft and call to them the devil, and he comes to them in the dead man's likeness, as if he from death arises, but she cannot cause that to happen, the dead to arise through her wizardry." By location Europe Main article: European witchcraft During the Christianisation of Norway, King Olaf Trygvasson had male völvas (shamans) tied up and left on a skerry at ebb. Persecution of witches.The familiar witch of folklore and popular superstition is a combination of numerous influences. The characterisation of the witch as an evil magic user developed over time. Early converts to Christianity looked to Christian clergy to work magic more effectively than the old methods under Roman paganism, and Christianity provided a methodology involving saints and relics, similar to the gods and amulets of the Pagan world. As Christianity became the dominant religion in Europe its concern with magic lessened.[4] The Protestant Christian explanation for witchcraft, such as those typified in the confessions of the Pendle Witches, commonly involve a diabolical pact or at least an appeal to the intervention of the spirits of evil. The witches or wizards addicted to such practices were alleged to reject Jesus and the sacraments, observe "the witches' sabbath" (performing infernal rites which often parodied the Mass or other sacraments of the Church), pay Divine honour to the Prince of Darkness, and, in return, receive from him preternatural powers. Witches were most often characterized as women. Witches disrupted the societal institutions, and more specifically, marriage. It was believed that a witch often joined a pact with the devil to gain powers to deal with infertility, immense fear for her children's well-being, or revenge against a lover. The Church and European society was not always obsessed with hunting witches and blaming them for bad occurrences. Saint Boniface declared in the 8th century that belief in the existence of witches was un-Christian. The emperor Charlemagne decreed that the burning of supposed witches was a pagan custom that would be punished by the death penalty. In 820 the Bishop of Lyon and others repudiated the belief that witches could make bad weather, fly in the night, and change their shape. This denial was accepted into Canon law until it was reversed in later centuries as the witch-hunt gained force. Other rulers such as King Coloman of Hungary declared that witch-hunts should cease because witches do not exist. The Church did not invent the idea of witchcraft as a potentially harmful force whose practitioners should be put to death. This idea is commonplace in pre-Christian religions and is a logical consequence of belief in magic. According to the scholar Max Dashu, the concept of medieval witchcraft contained many of its elements even before the emergence of Christianity. These can be found in Bacchanalias, especially in the time when they were led by priestess Paculla Annia (188-186). However, even at a later date, not all witches were assumed to be harmful practicers of the craft. In England, the provision of this curative magic was the job of a witch doctor, also known as a cunning man, white witch, or wiseman. The term "witch doctor" was in use in England before it came to be associated with Africa. Toad doctors were also credited with the ability to undo evil witchcraft. (Other folk magicians had their own purviews. Girdle-measurers specialised in diagnosing ailments caused by fairies, while magical cures for more mundane ailments, such as burns or toothache, could be had from charmers.) "In the north of England, the superstition lingers to an almost inconceivable extent. Lancashire abounds with witch-doctors, a set of quacks, who pretend to cure diseases inflicted by the devil... The witch-doctor alluded to is better known by the name of the cunning man, and has a large practice in the counties of Lincoln and Nottingham." Source: Charles Mackay, Extraordinary Popular Delusions and the Madness of Crowds Francisco Goya's Los Caprichos: ¡Linda maestra! ("The Spoils: Beautiful Teacher!") - witches heading to a SabbathSuch "cunning-folk" did not refer to themselves as witches and objected to the accusation that they were such. Records from the Middle Ages, however, make it appear that it was, quite often, not entirely clear to the populace whether a given practitioner of magic was a witch or one of the cunning-folk. In addition, it appears that much of the populace was willing to approach either of these groups for healing magic and divination. When a person was known to be a witch, the populace would still seek to employ their healing skills; however, as was not the case with cunning-folk, members of the general population would also hire witches to curse their enemies. The important distinction is that there are records of the populace reporting alleged witches to the authorities as such, whereas cunning-folk were not so incriminated; they were more commonly prosecuted for accusing the innocent or defrauding people of money. The long-term result of this amalgamation of distinct types of magic-worker into one is the considerable present-day confusion as to what witches actually did, whether they harmed or healed, what role (if any) they had in the community, whether they can be identified with the "witches" of other cultures and even whether they existed as anything other than a projection. Present-day beliefs about the witches of history attribute to them elements of the folklore witch, the charmer, the cunning man or wise woman, the diviner and the astrologer. Powers typically attributed to European witches include turning food poisonous or inedible, flying on broomsticks or pitchforks, casting spells, cursing people, making livestock ill and crops fail, and creating fear and local chaos. See also: Malleus Maleficarum Witch-hunt Flying ointment Stregheria (Italian Witchcraft) Sorginak (Basque witches) Asia Main article: Asian witchcraft Ancient Near East Further information: Lilitu The belief in witchcraft and its practice seem to have been widespread in the past. Both in ancient Egypt and in Babylonia it played a conspicuous part, as existing records plainly show. It will be sufficient to quote a short section from the Code of Hammurabi (about 2000 B.C.E.). It is there prescribed, If a man has put a spell upon another man and it is not justified, he upon whom the spell is laid shall go to the holy river; into the holy river shall he plunge. If the holy river overcome him and he is drowned, the man who put the spell upon him shall take possession of his house. If the holy river declares him innocent and he remains unharmed the man who laid the spell shall be put to death. He that plunged into the river shall take possession of the house of him who laid the spell upon him.[5] Hebrew Bible In the Hebrew Bible references to witchcraft are frequent, and the strong condemnations of such practices which we read there do not seem to be based so much upon the supposition of fraud as upon the "abomination" of the magic in itself. Verses such as Deuteronomy 18:11-12 and Exodus 22:18 "Thou shalt not suffer a witch to live" provided scriptural justification for Christian witch hunters in the early Modern Age (see Christian views on witchcraft). The word "witch" is a translation of the Hebrew kashaph, "sorceress". The Bible provides some evidence that these commandments were enforced under the Hebrew kings: "And Saul disguised himself, and put on other raiment, and he went, and two men with him, and they came to the woman by night: and he said, I pray thee, divine unto me by the familiar spirit, and bring me him up, whom I shall name unto thee. And the woman said unto him, Behold, thou knowest what Saul hath done, how he hath cut off those that have familiar spirits, and the wizards, out of the land: wherefore then layest thou a snare for my life, to cause me to die?"[6] (The Hebrew verb "Hichrit" (הכרית) translated in the King James as "cut off", can also be translated as "kill wholesale" or "exterminate") New Testament See also: Christian views on witchcraft The New Testament condemns the practice as an abomination, just as the Old Testament had (Galatians 5:20, compared with Revelation 21:8; 22:15; and Acts 8:9; 13:6). The word in most New Testament translations is "sorcerer"/"sorcery" rather than "witch"/"witchcraft". Judaism Jewish law views the practice of witchcraft as being laden with idolatry and/or necromancy; both being serious theological and practical offenses in Judaism. According to Traditional Judaism, it is acknowledged that while magic exists, it is forbidden to practice it on the basis that it usually involves the worship of other gods. Rabbis of the Talmud also condemned magic when it produced something other than illusion, giving the example of two men who use magic to pick cucumbers (Sanhedrin 67a). The one who creates the illusion of picking cucumbers should not be condemned, only the one who actually picks the cucumbers through magic. However, some of the Rabbis practiced "magic" themselves. For instance, Rabbah created a person and sent him to Rabbi Zera, and Rabbi Hanina and Rabbi Oshaia studied every Sabbath evening together and created a small calf to eat (Sanhedrin 65b). In these cases, the "magic" was seen more as divine miracles (i.e., coming from God rather than pagan gods) than as witchcraft. Judaism also makes clear that witchcraft while always forbidden to Jews, may be performed by Gentiles outside the holy land (i.e. Israel).[citation needed] Islam Divination and Magic in Islam encompass a wide range of practices, including black magic, warding off the evil eye, the production of amulets and other magical equipment, conjuring, casting lots, astrology and physiognomy. Muslims do commonly believe in magic (Sihr) and explicitly forbid its practice. Sihr translates from Arabic as sorcery or black magic. The best known reference to magic in Islam is the Sura Al-Falaq (meaning dawn or daybreak), which is a prayer to ward off Black Magic. Say: I seek refuge with the Lord of the Dawn From the mischief of created things; From the mischief of Darkness as it overspreads; From the mischief of those who practise secret arts; And from the mischief of the envious one as he practises envy. (Quran 113:1-5, translation by YusufAli) Many Muslims believe that the devils taught sorcery to mankind: And they follow that which the devils falsely related against the kingdom of Solomon. Solomon disbelieved not; but the devils disbelieved, teaching mankind sorcery and that which was revealed to the two angels in Babel, Harut and Marut.... And surely they do know that he who trafficketh therein will have no (happy) portion in the Hereafter; and surely evil is the price for which they sell their souls, if they but knew. (al-Qur'an 2:102) However, whereas performing miracles in Islamic thought and belief is reserved for only Messengers and Prophets; supernatural acts are also believed to be performed by Awliyaa - the spiritually accomplished. Disbelief in the miracles of the Prophets is considered an act of disbelief; belief in the miracles of any given pious individual is not. Neither are regarded as magic, but as signs of Allah at the hands of those close to Him that occur by His will and His alone. Muslim practitioners commonly seek the help of the Jinn (singular--jinni) in magic. It is a common belief that jinn can possess a human, thus requiring Exorcism. (The belief in jinn is part of the Muslim faith. Imam Muslim narrated the Prophet said: "Allah created the angels from light, created the jinn from the pure flame of fire, and Adam from that which was described to you (i.e., the clay.)") To cast off the jinn from the body of the possessed, the "ruqya," which is from the prophet'ssunnah is used. The ruqya contains verses of the Qur'an as well as prayers which are specifically targeted against demons. The knowledge of which verses of the Qur'an to use in what way is what is considered "magic knowledge". Students of the history of religion have linked several magical practises in Islam with pre-islamic Turkish and East African customs. Most notable of these customs is the Zar Ceremony.[7][8] Africa Africans have a wide range of views of traditional religions. African Christians typically accept Christian dogma as do their counterparts in Latin America and Asia. The term witch doctor, often attributed to Zulu inyanga, has been misconstrued to mean "a healer who uses witchcraft" rather than its original meaning of "one who diagnoses and cures maladies caused by witches". Combining Roman Catholic beliefs and practices and traditional West African religious beliefs and practices are several syncretic religions in the Americas, including Vodou, Obeah, Candomblé, Quimbanda and Santería. In Southern African traditions, there are three classifications of somebody who uses magic. The thakathi is usually improperly translated into English as "witch", and is a spiteful person who operates in secret to harm others. The sangoma is a diviner, somewhere on a par with a fortune teller, and is employed in detecting illness, predicting a person's future (or advising them on which path to take), or identifying the guilty party in a crime. She also practices some degree of medicine. The inyanga is often translated as "witch doctor" (though many Southern Africans resent this implication, as it perpetuates the mistaken belief that a "witch doctor" is in some sense a practitioner of malicious magic). The inyanga's job is to heal illness and injury and provide customers with magical items for everyday use. Of these three categories the thakatha is almost exclusively female, the sangoma is usually female, and the inyanga is almost exclusively male. In some Central African areas, malicious magic users are believed by locals to be the source of terminal illness such as AIDS and cancer. In such cases, various methods are used to rid the person from the bewitching spirit, occasionally Physical abuse and Psychological abuse. Children may be accused of being witches, for example a young niece may be blamed for the illness of a relative. Most of these cases of abuse go unreported since the members of the society that witness such abuse are too afraid of being accused of being accomplices. It is also believed that witchcraft can be transmitted to children by feeding. Parents discourage their children from interacting with people believed to be witches. Russia Russia, and its surrounding area for example, have, much like other cultures, their own witchcraft and superstitious tales. And again, much like other societies, these tales clash with those of the church and traditional religious thoughts. However, today, acceptance of healing practices in contemporary Russian folklore are common. By looking at the different types of superstitions then understanding their purposes we can comprehend their impact on the people and the church and can better understand the culture of Russia and its folklore. Casual encounters are ones of surprise and unexpectedness and puts the character at the mercy of the supernatural being. The ritual encounter however, is a more planned event, where the individual is the subject and he or she knows beforehand the kind of experience they will take part in. The Russian word for witch, ведьма (ved'ma), shows exactly that (the literal translation means "The one who knows"). Russia, as well as many other cultures, produces tales with both encounters. These parts of folklore including omens, guardian spirits, and fate – all have little to do with the eastern orthodox religion yet seem to appear in much of the folklore of the 19th century. Visual omens, often in dreams, are well-known, including a gloved man indicating death, fish predicting marital luck, and children’s games foretelling marital life, fertility and even wars. Passed down are tales of how other indicators, include the crying of a baby that is not within sight, the hammering of nails off in the distance, and also ringing of the ears, can foretell different things.[9] Further references Lindquest, Galina. Conjuring Hope: Healing and Magic in Contemporary Russia. Vol. 1. New York: Berghahn Books, 2006. Pentikainen, Juha. "Marnina Takalo as an Individual." C. Jstor. 26 Feb. 2007. Pentikainen, Juha. "The Supernatural Experience." F. Jstor. 26 Feb. 2007. Moore, Henrietta L. and Todd Sanders 2001. Magical Interpretations, Material Realities: Modernity, Witchcraft and the Occult in Postcolonial Africa. London: Routledge. Worobec, Caroline. "Witchcraft Beliefs and Practices in Prerevolutionary Russia and Ukrainian Villages." Jstor. 27 Feb. 2007. Neopaganism Modern practices identified by their practitioners as "witchcraft" have arisen in the twentieth century which may be broadly subsumed under the heading of Neopaganism. However, as forms of Neopaganism can be quite different and have very different origins, these representations can vary considerably despite the shared name. Wicca Main article: Wicca During the 20th century interest in witchcraft in English-speaking and European countries began to increase, inspired particularly by Margaret Murray's theory of a pan-European witch-cult originally published in 1921, since discredited by further careful historical research.[10] Interest was intensified, however, by Gerald Gardner's claim in 1954 in Witchcraft Today that a form of witchcraft still existed in England. The truth of Gardner's claim is now disputed too, with different historians offering evidence for[11][12] or against[13][14] the religion's existence prior to Gardner. The Wicca that Gardner initially taught was a witchcraft religion having a lot in common with Margaret Murray's hypothetically posited cult of the 1920s.[15] Indeed Murray wrote an introduction to Gardner's Witchcraft Today, in effect putting her stamp of approval on it. Wicca is now practised as a religion of an initiatory secret society nature with positive ethical principles, organised into autonomous covens and led by a High Priesthood. There is also a large "Eclectic Wiccan" movement of individuals and groups who share key Wiccan beliefs but have no initiatory connection or affiliation with traditional Wicca. Wiccan writings and ritual show borrowings from a number of sources including 19th and 20th century ceremonial magic, the medieval grimoire known as the Key of Solomon, Aleister Crowley's Ordo Templi Orientis and pre-Christian religions.[16][17][18] Both men and women are equally termed "witches." They practice a form of duotheistic universalism. Since Gardner's death in 1964 the Wicca that he claimed he was initiated into has attracted many initiates, becoming the largest of the various witchcraft traditions in the Western world, and has influenced various occult movements and groups. In particular it has inspired a large movement of "sole practitioners", who are not initiated into the original lineage but live according to practices and beliefs that are in keeping with the original tenets of the religion, most notably the "Three Laws". Judeo-Paganism Some Neopagans study and practice forms of magery based on a syncretism between classical Jewish mysticism and modern witchcraft. (See "The Witches Qabalah", in the list of references below.) These practitioners tend to identify with Judeo-Paganism (also known as Jewish Paganism), and/or practice Jewitchery, or Jewish Witchcraft. These individuals and groups either borrow from existing Jewish magical traditions or reconstruct rituals based on Judaism and NeoPaganism. Several references on these subjects include Ellen Cannon Reed's book "The Witches Qabala: The Pagan Path and the Tree of Life" and "The Hebrew Goddess", by Raphael Patai. Reconstructive Main article: Polytheistic reconstructionism The basis of various historical forms of witchcraft find their roots in pre-Christian cultural practices. There has been a strong movement to recreate pre-Christian traditions where the old forms have been lost for various reasons, including practices such as Divination, Seid and various forms of Shamanism. There have been a number of pagan practitioners such as Paul Huson[19] claiming inheritance to non-Gardnerian traditions as well.[20] Witches in popular culture Especially in media aimed at children (such as fairy tales), witches are often depicted as wicked old women with wrinkled skin and pointy hats, clothed in black or purple, with warts on their noses and sometimes long claw-like fingernails. Like the three "Weird Sisters" from Macbeth, they are often portrayed as concocting potions in large cauldrons. Witches typically ride through the air on a broomstick as in the Harry Potter universe or in more modern spoof versions, a vacuum cleaner as in the Hocus Pocus universe. One of the most famous recent depictions is the Wicked Witch of the West, from L. Frank Baum's The Wonderful Wizard of Oz. Witches may also be depicted as essentially good, as in Bewitched, or Terry Pratchett's Discworld novels. Following the movie The Craft, popular fictional depictions of witchcraft have increasingly drawn from Wiccan practices, and portrayed witchcraft as having a religious basis. Though now in modern culture witches can be depicted as just normal looking humans such as Harry Potter and the line between "good and evil" is becoming less black and white.
  • Witches come in two types: Magical witches and Practitioners. This method of classification has been used several times in the show when practitioners have been an element of the storyline.
  • Witches are beings living in the Kingdom of Knighton. They seem to reside in isolated areas and brew up spells for their own intentions, although the one witch currently seen in the show is not an antagonist.
  • The Witch is one of the antagonists of the L4D franchise. She is one of the Special Infected. When someone startles her, the Witch will kill the one who startled her without hesistation.
  • A witch is a type of woman with magical powers, who is usually evil, but there are some good witches, too.
  • For a long time, women were forbidden from learning sorcery, and any witches found in the Three Seas were burned. However, this changed under the reign of Aspect-Emperor Anasûrimbor Kellhus, who established the Swayal Compact, the first School for witches.
  • Witches are a race of humans that possess supernatural abilities. These abilities can be handed down through offspring. In some cases, if a witch does not use his/her powers often enough, they will go dormat, but can be awakened by different triggers like magically-charged objects.
  • Witch is a purple bat/ghost-like experiment. The back of her head is shaped like a cone and is curved at the bottom resembling a witch hat, her ears are small bat wings. Her eyes are blue and she has eye lashes. Her stomach is light purple and her chest has a yellow heart. Her witch like hat head has a pattern of purple and then light purple stripes. To complete her function of being an evil witch she can take possession of others turning them into evil witches. She has magical powers that help her be an evil witch.
  • Witches are female spellcasters, the flip side of the coin to sorcerers. Puberty usually marks the onset of spellcasting abilities in this race of hereditary magic users. Exceptions do exist, as Savannah was able to spellcast quite young. Whether she was precocious or whether this is a result from being a sorcerer-witch hybrid is uncertain. Also, when using certain magic, such as telepathic communication from miles away, mental manipulation, interacting with spirits or raising the dead, the witches eyes tend to turn clear white, making the user look blind.
  • Witches are seldom mentioned, although they are described as being very mean and demanding by Uncle Kelbo. In folklore and mythology, witches are often portrayed as ugly, old woman-like females that practice sorcery and Black Magic. It is unknown if they are the same way within the Wizard World. Females who do magic are called witches but in the show the women are called wizards just like the guys.
  • The Witch is a playable mascot in Crossy Road. It was added in the Halloween Update.
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