×
Create a new article
Write your page title here:
We currently have 517 articles on Independent Witch Hat Atelier Wiki. Type your article name above or click on one of the titles below and start writing!



 Independent Witch Hat Atelier Wiki

Sigils are a component of seals, special shapes drawn with conjuring ink through which magic can be harnessed in the form of spells. Sigils, typically placed in the center of a seal, control what type of spell a seal will generate. For instance, the pyreball seal, which creates a floating ball of flame, contains a fire sigil, while the watershot seal, which shoots a jet of water, contains a water sigil. While sigils are not required to create a functional spell, the vast majority contain at least one. Regardless of a sigils size or location within a seal, it's behavior will be the same (with specific exceptions).

Fire[edit | edit source]

Fire sigils are responsible for all things related to flame, heat, and light. Currently, there are 3 variants.

Fire[edit | edit source]

The base fire sigil works to create and manipulate flames or heat depending on the spell in question.

Unburning Flames[edit | edit source]

The unburning flames sigil's exact function is unclear, but it is somehow involved in the production of heatless flames as seen in the phantasmal fireball. It is possible that this sigil alone is not enough to produce flames without heat and additional signs are needed, but this is currently unknown.

Light[edit | edit source]

A variant of the fire sigil, the light sigil functions to produce magic that manifests in the form of light.

Water[edit | edit source]

Water sigils are responsible for all things pertaining to water. There is currently one variant.

Water[edit | edit source]

The water sigil works to manipulate, collect, and create water. It is worth noting that many water spells meant to be used over long periods collect water rather than create it. This suggests that creating water is more energetically costly than collecting it.

Earth[edit | edit source]

Earth sigils are responsible for all things pertaining to stone, sand, soil, and wood. There is currently one variant.

Earth[edit | edit source]

The earth sigil allows for the manipulation of numerous solid substances, chiefly wood, stone, sand, and soil. However, it does not allow for the creation of these solid materials.

Air[edit | edit source]

Air sigils are responsible for all things relating to air, including its movement, creation, and more. There are currently four variants.

Wind[edit | edit source]

The wind sigil allows for the movement and manipulation, but not the creation, of air.

Aeriforms[edit | edit source]

The aeriforms sigil allows for the creation and manipulation (but not movement) of air.

Wind Underfoot[edit | edit source]

The exact function of the wind underfoot sigil is not yet clear, but it is known that it helps to somehow support solid objects when they are suspended within air,[citation needed] similar to an air platform. The way this functions or the specifics of the effect are not yet clear.

Whorling Winds[edit | edit source]

Whorling winds helps to manipulate air through rotation. The exact way in which this functions is unknown, as is the reason for it looking so different to the other air sigils.

Time[edit | edit source]

Time sigils are responsible for magic which manipulates time. There are currently two known time sigils.

Repitition[edit | edit source]

Reptition helps to prevent objects from changing by continuously resetting time for the objects it affects to the state they had when the spell first affected them. It is similar to a spring, restoring the object to its original state if that object is somehow changed. This can be used to make soft objects elastic or to prevent things from rotting.

Stop[edit | edit source]

Stop outright halts time for the objects it effects. By pairing it with other sigils, it becomes possible to stop time for specific aspects of an object, such as changes in heat if paired with a fire sigil.[citation needed]

Misc[edit | edit source]

Crystal[edit | edit source]

Crystal allows for the creation and manipulation of crystalline objects. So far, only Richeh has been known to use this sigil, and it has only been used in a few spells.

Guidance[edit | edit source]

Guidance functions to attract objects to its location that match parameters set by the other signs and sigils within a spell. For example, a guidance based spell that contains a a Pouch of Calling Spell will attract all nearby pouches of calling