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.
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.
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. 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. 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. 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. 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. 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. 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. 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. 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. 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.
Importance
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.
Explore More
Use these pages to move from witch powers into characters, worldbuilding, full story context, and anime viewing.