Every Witch Is Unique
No two witches have exactly the same ability, which makes the system feel precise rather than repetitive.
A complete guide to the witches of Release That Witch, including their powers, classifications, awakening stages, and why witches drive the story's technology, politics, and worldbuilding.
This page works best if you want to understand the witch abilities first and then return to the characters, the world, and the ending with that in mind.
The witches in Release That Witch are the core force behind the story's magic system, industrial progress, and political change. Each witch has a unique ability, and their powers can evolve through awakening, adulthood, and higher-level growth.
Direct answer first, deeper analysis below.
Power System
In Release That Witch, every witch has a unique ability. While some witches are powerful fighters, most witches are not designed for direct combat. Their powers can be used in medicine, agriculture, manufacturing, reconnaissance, communication, and many other fields. This makes the witch system one of the most distinctive parts of the story: magic is not treated only as a weapon, but as a productive force that can reshape society.
No two witches have exactly the same ability, which makes the system feel precise rather than repetitive.
Witch powers matter in factories, farming, healing, scouting, logistics, and governance, not just on the battlefield.
Support-style powers can become more advanced or more dangerous as understanding deepens.
After awakening, witches lose the ability to reproduce, which shapes how society fears and isolates them.
Ability Types
These witches passively strengthen their own body or mind. Their abilities are usually less affected by Divine Stones and anti-magic zones.
Examples: Tilly, Ashes, Scroll
These witches actively create magical effects such as fire, wind, healing, space movement, or force fields. This is the most common category.
Examples: Anna, Nightingale, Wendy, Nana
These witches alter objects, materials, terrain, or structure. Their abilities are especially important in engineering, industry, and infrastructure.
Examples: Soraya, Lucia, Lotus
These witches infuse objects with long-lasting magical properties. The process is usually slower, but the results can be extremely useful and stable.
Examples: Hummingbird, Mystery Moon, Evelyn
Awakening
A witch's growth is not a one-time burst. In Release That Witch, magical development is a staged process tied to age, cognition, and mastery.
A witch usually awakens in adolescence and gains her first power. The chance of awakening rises sharply during the Months of Demons.
At age eighteen, a witch's power stabilizes, her total magic increases, and some witches gain branch abilities.
By deepening their understanding of the world, science, and magic itself, witches can push their abilities into entirely new forms.
Main Witches
These witches shape the emotional, technical, political, and military core of the story, and they are the best starting points for deeper character pages.

Anna is one of the most important witches in the story. Her fire ability evolves into a highly precise tool for industrial and scientific development.

Nightingale combines stealth, spatial movement, and lie detection, making her essential in both combat and intelligence work.

Tilly is a royal witch leader whose intelligence-based powers and faction leadership expand the political scale of the story.

Ashes is one of the strongest combat witches in the series, known for overwhelming physical power and battlefield dominance.
Reference Directory
This English directory highlights the major named witches, their power types, what their abilities do, and where they first matter in the story.

No. 1
One of the most important witches in the story. Her fire evolves from ordinary flame control into one of the most precise industrial and research tools in the setting.
Initial awakening: controls orange flame that burns around her body at temperatures above 1500°C.
Adult stabilization and high-level awakening: gains green flame, also called Heartfire, which can leave her body and be controlled in multiple separate instances.
Second high-level awakening: gains black fire with physical form, invisible cutting threads, and ultra-fine temperature control comparable to precision machinery.

No. 2
A healing witch who later develops the ability to place long-lasting healing effects on objects.
Initial awakening: heals wounds, old injuries, and even small-scale severed limbs.
Adult stabilization and high-level awakening: enchants objects so they continuously heal injuries around a target.
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No. 3
Veronica Glen
A key combat and intelligence witch who can enter mist space, detect lies, and later manipulate space lines themselves.
Initial awakening: enters a mist space overlapping the real world.
Adult stabilization: uses spatial contour lines to move almost like teleportation.
Branch abilities: sees magic flow and can detect deliberate lies.
High-level awakening: manipulates the contour lines directly, enabling freer movement and spatial cutting.

No. 4
A wind witch whose power and personality make her one of the emotional and organizational anchors of the Witch Union.
Initial awakening: controls the flow of wind.
Adult stabilization: strengthens the effect of her wind control.

No. 5
A Cooperation Society leader who, after adulthood, can summon four magical snakes with different effects.
Initial awakening: unknown.
Adult stabilization: summons four magic snakes representing pain, nullification, petrification, and execution.

No. 6
The story's air scout and explorer, later able to break the sound barrier for short periods.
Initial awakening: flight, with speed and altitude affected by training and load.
Adult stabilization and high-level awakening: can briefly break the sound barrier.
Branch ability: magical synchronization cocoons a target in a stable environment.

No. 7
A key agricultural witch whose powers evolve into large-scale plant control and forest integration.
Initial awakening: enhances the effects of plant fruit and herbs.
Adult stabilization: strengthens the original effect.
High-level awakening: Forest Heart, allowing her to merge with plants and sense everything in the connected range.
Branch ability: directly controls plants and reshapes their growth.

No. 8
A royal witch leader with extraordinary neural ability, learning speed, and mental coordination.
Initial awakening: gains an extraordinary nervous system, high reaction speed, strong bodily coordination, and rapid knowledge absorption.
Adult stabilization: the effect becomes even stronger.

No. 9
Enhances sight range and dynamic vision, and can observe targets through obstacles.
Unknown stage: greatly strengthens visual range and dynamic eyesight, and can see through obstacles.

No. 10
Can drain the air from a designated area.
Unknown stage: removes the air from a chosen location.

No. 11
Can alter the nature of terrain, such as turning snowfields into swamp.
Unknown stage: changes terrain properties, for example transforming snow-covered ground into a marsh.

No. 12
Can infuse objects with heat so they stay warm for long periods.
Initial awakening: injects temperature into objects, causing them to retain heat over time.

No. 13
Summons intense light and high-temperature burst fire, though it cannot be sustained for long.
Unknown stage: conjures a flame type focused on bright light and explosive heat, but with poor duration.

No. 14
An intelligence-centered witch whose memory and knowledge eventually rise to the level of an Above Transcendent.
Initial awakening: exceptional memory.
Adult stabilization: perfect recall.
High-level awakening: reaches the level above Transcendents, creates a personal consciousness-world domain, and links to the Dreamworld.
Branch ability: creates temporary physical books based on texts she has read.

No. 15
A classic engineering and transport support witch who can make objects almost weightless.
Initial awakening: makes objects nearly lose their weight.
Adult stabilization: strengthens the same effect.

No. 16
A painter witch able to reproduce what she sees with near-photographic accuracy, later gaining 3D magical coatings.
Adult stabilization: can perfectly paint people and scenery she sees or imagines.
High-level awakening: gains controllable 3D coating effects with different material-like properties.
Branch ability: a magic brush that works even without paper or pigment.

No. 17
Silvermoon
From mimicking sounds to influencing emotion and perception through song, she is a witch of stage charisma and mental influence.
Initial awakening: imitates animal calls.
Adult stabilization: can imitate any sound and, with training, reproduce multiple sounds at the same time.

No. 18
A preservation witch who later evolves into one of the story's most important microbiology-based witches.
Initial awakening: preserves food.
High-level awakening: transforms microbes into a mother strain able to assimilate other microorganisms.
Second high-level awakening: can fuse the mother strain with other microbes and copy them.

No. 19
An industrially important enchantment witch whose magnetism later develops into electricity-related applications.
Initial awakening: magnetizes metal objects.
Adult stabilization: can magnetize any object.
High-level awakening: gives objects periodic magnetic fields that can produce current in conductive materials.

No. 20
The Falling Star Queen of the Union's Three Seats, one of the strongest witches above Transcendents, able to destroy a castle in one strike with a God's Will sigil greatsword.
One of the Union's Three Seat Queens and a witch above the Transcendent level.
Wields a God's Will sigil greatsword that gathers magic into devastating strikes powerful enough to destroy a castle.

No. 21
The Sun-Chasing Queen of the Union's Three Seats, another witch above Transcendents and one of the few able to operate God's Will sigils.
One of the Union's Three Seat Queens.
Alongside Akaris, one of the only witches in the Union capable of driving a God's Will sigil.

No. 22
One of the strongest combat witches in the entire series, and eventually the strongest witch in direct battle.
Initial awakening: overwhelming physical ability, speed, and strength.
Adult stabilization: strengthens those traits even further.
High-level awakening: reaches the level above Transcendents.
Second high-level awakening: can draw directly on the source of magic to launch divine attacks at the cost of her lifespan.

No. 23
Farla
Uses command magic to force actions, and when applied to a single target can push that person beyond their normal limits.
Unknown stage: command art that orders others or herself to act; when focused on one person, it can force movements beyond normal limits.

No. 24
Can create decoys that disappear after being struck.
Unknown stage: manifests substitute bodies that vanish when attacked.

No. 25
Can breathe underwater and transform into a fish, with both partial and complete transformation.
Initial awakening: underwater breathing and fish transformation, including both partial and full-body transformation.
Adult stabilization: increases total magic.

No. 26
Aerial reconnaissance witch who evolves from bird transformation into the ability to become many kinds of flying creatures, even partially.
Initial awakening: unknown.
Adult stabilization: can transform into birds she has seen, slightly larger than their normal counterparts; fantasy species are excluded.

No. 27
Summons slime-like servants that provide brute force and can expand into large protective coverings around ships and other targets.
Unknown stage: summons slime servants with great strength that can also grow large enough to envelop ships as protective layers.

No. 28
A key infrastructure and battlefield-control witch who can shape and raise terrain, and even apply her ability to water.
Initial awakening: unknown.
Adult stabilization: shapes terrain without changing its fundamental nature, can also affect water, and treats raised sections as a continuous whole.

No. 29
One of the most important industrial witches, able to break materials down and later isolate single elements from compounds.
Initial awakening: decomposes known materials and can often reduce them all the way to elemental substances.
Adult stabilization and high-level awakening: isolates one specific element while the rest of the matter rearranges itself into a new substance.
Branch ability: sees the macroscopic elemental composition of objects.

No. 30
Can summon invisible barriers.
Unknown stage: creates unseen defensive barriers.

No. 31
Creates invisible passages linking two places, later allowing others to use them and eventually turning the same principle into lethal spatial cutting.
Initial awakening: creates an invisible passage connecting two points, similar to an arbitrary door.
Adult stabilization: allows other people to see and use the passage as well.

No. 32
A scouting witch famous for her True Eye, able to see through disguises, illusions, walls, and magical flow.
Adult stabilization: True Eye gives 360-degree vision, penetration through obstacles, and immunity to visual deception.
Branch ability: also sees the flow, shape, and color of magic.

No. 33
Faceless One
Can freely alter the appearance of herself or others, including perfectly imitating voices.
Unknown stage: changes the appearance of people, including herself, into anyone she has touched or observed, while also imitating their voice.

No. 34
Preserves an object's original properties, evolving from use on lights into a broadly useful stabilization ability.
Initial awakening: lets touched objects maintain their original properties for a period of time, but only works on candles, lamp oil, torches, and similar light sources.
Adult stabilization: can affect all kinds of objects, for example allowing ice to remain unmelted under the sun.

No. 35
A lifestyle and supply-oriented enchantment witch who evolves from changing the taste of wine into creating more exotic beverages.
Initial awakening: unknown.
Adult stabilization: can transform wine into any other kind she has tasted and recognizes.

No. 36
Tames animals and uses them to carry commands, making her especially valuable for wilderness exploration and ecological coordination.
Initial awakening: unknown.
Adult stabilization: tames animals and assigns one command within the limits of that animal's natural ability; the taming ends after the task is completed.

No. 37
Soulstealer
A terrifying mental-combat witch who invades other minds directly through a soul battlefield.
Initial awakening: unknown.
Adult stabilization: enters a soul battlefield by becoming a ghostly light and drilling into another person; the loser has lifespan, experience, and memory completely devoured.

No. 38
Can release a field that offsets the effect of Divine Stones, and later even convert Divine Stones into magic stones.
Initial awakening: unknown.
Adult stabilization: emits a field similar to Divine Stone interference; by tuning it to the reverse vibration of a specific anti-magic zone, she can cancel that zone's effect.

No. 39
An ancient witch whose ice ability and historical knowledge reconnect the present story to the old age of Taquila.
Initial awakening: creates low temperature and ice.
Adult stabilization: strengthens the effect.
High-level awakening: can control the temperature of her ice precisely, even bringing it close to normal temperature.

No. 40
Can force anyone within a five-meter field to act according to her will.
Initial awakening: unknown.
Adult stabilization: anyone entering the invisible five-meter field around her is compelled to follow her intent; she can move freely while maintaining the field.

No. 41
An elite ranged combat witch whose magical bow turns nearly any object into a deadly projectile.
Adult stabilization: manifests a golden magical bow and can fire ordinary objects or magical arrows with extreme accuracy and power.
High-level awakening: fires air cannons directly with magic, extending her effective range dramatically.
Branch ability: instinctively understands projectile performance and precision.

No. 42
能力未知。

No. 43
能加速粒子能级改变,在化学层面近似万能催化剂。
初始觉醒:加速粒子能级改变,例如宏观上表现为加速水冻结或冰融化;在化学上可视为万能催化剂。
深褐色头发脏兮兮的,脊骨凸起,手臂瘦得一手可握,皮肤泛着长期饥饿导致的淡黄色。(第369章)

No. 44
通过浅蓝色球体中转器实现多名女巫间的魔力输送,是团队协作型关键能力。
初始觉醒:未知。
成年固化:召唤浅蓝色球体模样的魔力中转器,通过虚无触角连接多名女巫后,实现不同女巫之间的魔力输送;若目标抗拒则无法转移。
年纪约三十来岁,银色卷发配素色衣袍,眼角已有皱纹,显得更年长。(第412章)
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No. 45
可操纵攻守兼备的魔光,被誉为纯洁者最强之盾。
初始觉醒:未知。
成年固化:操纵一道攻守兼备的魔光,攻击时像鞭子并可分化多条,防御时能自行抵挡来袭之物,甚至挡住子弹。
分支能力:感应到魔力反应。
眼睛像被烙铁反复烧过一般,皮肤呈缩卷的褐红色,几乎失去眼眶轮廓。(第419章)

No. 46
靠双眼制造恐惧与幻象,是极具精神压迫性的女巫。
初始觉醒:任何与她对视之人都会由衷感到发自内心深处的恐惧。
成年固化:只要看到她的双眼,就会被恐惧剥夺心智,在骇人的臆想中自杀或伤害周围人。
分支能力:单独对视还可制造真假难辨的幻象,同一时间仅能对一人起效。
全身裹着黑纱,隐约露出白皙肌肤;银灰色眼珠像有漩涡在转动,双足赤裸,脚趾点着鲜红。(第442章)

No. 47
能够对过去场景进行无声回溯。
初始觉醒&成年:对一定时间前的场景进行回溯,只有影像没有声音,被回溯的场景只是幻影并无实体;因觉醒日与成年日同天,没有固化增幅。

No. 48
擅长心灵交流,并能通过接触读取记忆。
初始觉醒:未知。
成年固化:使人进行心灵交流,自己还能通过接触读取对方记忆。

No. 49
可让中空物体从内部坍缩,活物和容器都能作为目标。
初始觉醒:未知。
成年固化:让中空的物体从内部坍缩,不论活物还是容器都能生效。

No. 50
以魔力囚笼捕捉任何体型目标,是极强的控制型女巫。
初始觉醒:未知。
成年固化:召唤魔力囚笼抓捕敌人,一只手可召唤一个囚笼;可收缩囚笼伤害猎物,囚笼中的目标对她来说没有重量。
分支能力:任何进入五米能力范围的目标都会被魔力感应到,因此即使不用眼睛也能捕捉猎物。
约二十岁,穿着贴身黑色皮衣和过膝长靴,身形削瘦,栗色长发接近腰间,在阳光下泛着金光。(第533章)

No. 51
让物体产生粘性,可影响整件物品,也可只影响某一点或某一面。
初始觉醒:使物体产生粘性,既可让整件物品变成粘性胶体,也可单独影响一面或一点;粘合后直到能力失效才可再次分开。
褐红色长发,齐刘海刚好盖过眉毛,个头和蜜糖差不多高,只有一米三四左右。(第533章)

No. 52
以手掌高温为核心,从烤熟食物提升到融化铅和青铜。
初始觉醒:手掌产生高温,温度与火把相当,可用于烤熟食物。
成年固化:温度可使铁器烧红,并融化铅和青铜。
即使穿着长袍也能看出她身躯魁梧,容貌英气十足,剑眉上挑,发型是半朝天马尾。(第653章)

No. 53
操纵追踪蔓延型火焰。
初始觉醒:未知。
成年固化:操纵火焰,且火焰属于追踪蔓延型。

No. 54
能力未知。

No. 55
以意念控物,并能将重物高速投射出去。
未知阶段:意念控物,可将重物高速投射出去。

No. 56
能切断感官上的痛苦,但无法真正治愈伤势。
未知阶段:切断痛苦,只是感官层面无痛,无法治愈。

No. 57
通过在生物体内种下种子,实现咒杀或共享生命。
初始觉醒:未知。
成年固化:在生物体内种下种子,安息之种可咒杀目标,共生之种可共享生命。

No. 58
具有止血能力。
未知阶段:止血。

No. 59
召唤魔力方舟并在岩层间穿梭。
未知阶段:召唤出魔力方舟,可穿梭于岩层间。

No. 60
大幅强化嗅觉,连陈旧血迹和动物发情气味都能闻到。
未知阶段:大幅强化嗅觉,即使是一个月前的血迹味道和动物发情时散发的特殊气味也能闻到。

No. 61
七十六号
联合会女巫精神体寄附神罚军躯体后的形态,兼具神罚军肉身与原本鬼手能力。
四百多年前的联合会女巫精神体寄附神罚军躯体后形成,拥有神罚军的超强体质,并能自由控制身体的禁魔领域。
原能力:后背长出一对鬼手般的黑色利爪,可在能力范围内伸缩自如,锋利度远大于一般铁器,即使离开躯干也能自由操控,但只能在罗兰的梦境世界中施展。
现外貌:尖尖的下巴和红润的嘴唇。(第649章)
原外貌:褐黄色长发,刘海偏分露出半个额头,整体给人一种温婉动人的水乡女子之感。(第786章)

No. 62
拥有快速自愈能力。
未知阶段:快速自愈。
褐色长发凌乱地散在肩头,粗麻衣很单薄,虽然略显憔悴,但五官姣好、气质灵动。(第650章)

No. 63
联合会女巫精神体寄附肉球触手怪躯体形成的存在,可直接与人意识交流并操纵魔力核心。
四百多年前的联合会女巫精神体寄附肉球触手怪躯体后形成,几乎拥有永久寿命。
可直接与人进行意识交流,不怕灼热岩浆,并能操纵魔力核心。

No. 64
可以把病症转移到动物身上,但不能移走外伤。
未知阶段:将病症转移到其他动物身上,体型越大的动物能接受的病症越多,但不能转移外伤。
一头紫发,双腿处是两条空荡荡的裤管。(第671章)

No. 65
能变成奇特长剑,与持剑者共生并叠加身体素质,还能放大女巫能力上限。
未知阶段:变身成一把奇特长剑,握剑者相当于与她共生,双方共享感知,身体素质叠加。
若握剑者是女巫,还能通过向长剑注入魔力来发挥特殊效果,并提高原本能力的临界点。
个头和七十六号相近,齐肩长发接近银色。(第671章)

No. 66
同菲丽丝,躯体原名艾灵顿。

No. 67
同帕莎。

No. 68
同帕莎。

No. 69
同菲丽丝。
原能力:巨力叠加,短时间内获得堪比超凡之上的力量。

No. 70
同菲丽丝。

No. 71
同菲丽丝,躯体原名艾诺瓦。
原能力:力量型的超凡者。
现外貌:丑陋无比的女子,眼睛却亮得如同一颗星辰。(第942章)

No. 72
联合会三席之月辉女王,与中枢载体融合后成为空天母舰级别的操控者。
联合会三席之月辉女王,与阿卡丽斯、娜塔亚并称三大超凡之上。
与中枢载体融合,具有超强计算能力,后夺取魔鬼的灵魂之母,并成为埃莉诺号空天母舰的操控者。
长发几乎垂到脚踝,眉眼精致如画,半睁的灰色眼眸带着挥之不去的慵懒感。(第1438章)

No. 73
联合会女巫精神体寄附巨型蠕虫形成,可通过吞噬岩石开凿地洞。
四百多年前的联合会女巫精神体寄附巨型蠕虫后形成,可通过吞噬岩石开凿地洞。

No. 74
能召唤并操纵电流。
初始觉醒:召唤并操纵电流。
一头如玫瑰花苞般鲜亮的短发,五官尚未完全长开,显得有些青涩。(第757章)

No. 75
以狼化强化身体与感官,后来长期战斗导致身体部分半狼化。
未知阶段:狼化,以此强化身体能力和感官敏锐程度;最初可变身为巨大沙漠之狼,后可部分肢体变化,并利用范围差克制神罚之石。
平时外表与常人无异,施展能力时会变成巨大的沙漠之狼;长期战斗后留下尖耳和尾巴等半狼特征。(第763章)

No. 76
可以化沙为甲,也能操纵砂砾攻击。
未知阶段:化沙为甲,也可操纵砂砾攻击。

No. 77
同菲丽丝。
原能力:制造一个魔力虫巢,使被吸引来的飞蛾、蜜蜂等昆虫与她意识相连;放飞后会自发寻找其他魔力源,虽不能提供视野,但可让她感知魔力种类与大小。
一头紫罗兰色的漂亮卷发。(第799章)

No. 78
同菲丽丝。
原能力:使能力范围内同伴的身形消失,同时屏蔽视觉、嗅觉与魔力气息,除直接碰触外几乎无法察觉。

No. 79
同菲丽丝。
原能力:潜入阴影之中,并在影子间自由移动,也可在影子上控制浮现图像。

No. 80
先同菲丽丝,后同芙兰。

No. 81
先同菲丽丝,后同芙兰。

No. 82
能够通过样本追溯整体本体,也能通过微量元素找到其大量汇聚点。
未知阶段:从一块整体上剥离的物体追溯到整体本身,也可以通过某一种微量元素去找到它的大量汇聚点。
身材高大、五官凌厉的红发女巫。(第1190章)

No. 83
让死物上的魔力形成自循环,从而大幅减缓附魔衰竭速度。
未知阶段:让死物上附着的魔力形成自我循环,并自行吸取无处不在的魔力,以极大减缓物体附魔的衰竭速度。

No. 84
给物体染上任意颜色且长期维持,不改变物体原本性质。
未知阶段:将接触到的物体染成任意颜色,且不会改变物体本来性质;全力时染色效果甚至能维持上百年。

No. 85
能在任意材质物体上快速刻出复杂花纹。
未知阶段:在任意材质物体上快速刻出复杂花纹。

No. 86
能力未知。

No. 87
同菲丽丝。

No. 88
同菲丽丝。
原能力:完美模仿被魔力连接到的人所做出的任何动作。

No. 89
同菲丽丝。
原能力:将物品放入魔力制造的隐形包裹。

No. 90
同菲丽丝。
原能力:召唤强光,屏蔽敌人的视线。

No. 91
能够制作干涉情绪的药丸,并把效果附着在任何物体上。
初始觉醒:制作吃下后能够干涉情绪的药丸,且效果也可附着在任何物体上。

No. 92
能看到生物当前剩余寿命和健康状况,但不能预测意外死亡。
初始觉醒:看到生物当前剩余寿命与健康状况,但无法预测因意外造成的死亡。
看上去只有十六七岁,手脚纤细,身形削瘦,浅褐色短发像稻草般枯黄,脸上戴着显眼的黑布眼罩。(第1269章)

No. 93
能力未知。
微卷的红色短发。(第1414章)

No. 94
通过近距离接触使目标快速凋零,对动植物和无机物都能起效。
未知阶段:通过近距离接触目标使其快速凋零,不仅对动植物有效,对石头和金属也会生效,但速度更慢且更耗魔力。
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Some witches matter because of raw combat strength, while others are important because of strategic, industrial, or historical value.
Quick answers about witches, powers, and the magic system in Release That Witch.
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