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 Independent Witch Hat Atelier Wiki

In Witch Hat Atelier, magic is performed via drawn spells. Each spell has a different effect, decided by the signs and sigils it contains. Spells typically fall into one of five main groups - fire, water, earth, wind, and light - depending on which sigil it possesses.

Unfortunately, the designs of some seals have been somewhat inconsistent, so a few spells have different spell construction now than they did earlier on in the story. (This is especially prevalent in the first and second volumes). One example of this is how the earth breaker seals[1] early on in the manga have a levitation keystone in place of an earth sigil. Due to this and similar cases, if a seal has different forms at different points in the story, the newer version of that seal will take precedence and become the official form of that seal.

Each spell has its own page. If you would like to learn more about a specific spell, click on its name to be redirected to that spell's page.

Fire Spells[edit | edit source]

Fire spells are spells that are based around a fire sigil.

Flame
Burst Spell
Flame
Shot Seal
Phantasmal
Fireball
Pyreball Seal Snugstone
Spell
 
 
 
 
 

Water Spells[edit | edit source]

Water spells are spells that are based around a water sigil.

Purify Rainbringer
Seal
Rising Platform
of Water
Rising Wave Water Bolt
 
 
 
 
Watershot Seal Water
Horse Spell
Water Pen Vapor
Bubble Spell
 
 
 
 

Earth Spells[edit | edit source]

Earth spells are spells that are based around an earth sigil.

Boulder
Stretch Rope
Integration Sand Bridge Sand Cage Serpent's
Bed of Sand
 
 
 
 
 
Wall Bend Wall
Breaker Seal
 
 

Wind Spells[edit | edit source]

Wind spells are spells based around one or more of the varieties of wind sigil.

Flying Puppet
of Diversion
Grasping
Wind
Pegasus
Carriage Spell
Skysoaring
Seal
Sylph
Shoes Seal
 
 
 
 
 
Wind Wall
 

Light Spells[edit | edit source]

Light spells are spells based around the light sigil. As stated by Olruggio, light magic is technically a variant of fire magic,[2] but it is distinct enough in its usage and design to get its own category.

Bird of Light
Beacon
Floatglow Lamp Floatglow Lamp
(Anchored)
Light Beam Light Tracer
 
 
 
 
 

Crystal Spells[edit | edit source]

Crystal spells are spells based around the crystal sigil. It's possible that crystal is a varaint of earth in a similar way to light being a variant of fire, but this is unknown.

Crystal Ribbon Crystal Shard
 
 

Time Spells[edit | edit source]

Time spells are spells based on time magic.

Capture
Pennant Spell
Counterclock Repetition
Seal
Spell of
Reduction
Time Stop
 
 
 
 
 

Vision Spells[edit | edit source]

Vision spells are spells using the vision sigil which somehow alter perception or vision. Oftentimes, they deal in illusion.

Gathering
Shadows
Light-Reducing
Spell
Makeover
Mask Spell
 
 
 

Mixed Spells[edit | edit source]

Mixed spells are spells consisting of two or more separate sigils.

Beast Repellent Cloak Spell Floating Drops Rainflinger
(Drying)
Rainflinger
(Normal)
 
 
 
 
 
post chap 28
Warmth-Retention
Seal
 

Niche Spells[edit | edit source]

Niche spells are spells that don't fit into any specific category, with sigils that aren't one of the main five (water, earth, fire, wind, light) and aren't forbidden.

Billow Cluster Fish
Guiding Seal
Floating
Expansion
Inverted
Scalewolf Curse
Lockwax
 
 
 
 
 
Memory
Erasure
Mirror Spell Pouch of
Calling Spell
Sealchair Glyph Tracking Spell
 
 
 
 
 
Smokesculpting
Seal
Windowway
Spell
 
 

Unknown Spells[edit | edit source]

Unknown spells are the spells that, for whatever reason, we don't know enough about to put in any category. Spells in this section typically don't have their glyph visible, are potentially forbidden, have glyphs that are incomplete or hard to make out, or simply do not fit well into other categories.

Beldaruit's
Smoke Sculpture
Forbidden
Flames
Spike Forbidden Glow
 
 
 
 


Forbidden Spells[edit | edit source]

Forbidden Spells are spells that were outlawed by the Pointed Cap Witches and are used by the Brimmed Caps. Using them can result in getting your memory wiped by the Knights Moralis.

WARNING: This section contains a high quantity of spoilers. Proceed with caution.

Anti Scalewolf
Curse
Illusory
Labyrinth
Petrification Scalewolf
Curse
Slime
Rendering Seal
 
 
 
 
 
Twin
Bottle's Spell
 

References[edit | edit source]

  1. Witch Hat Atelier Manga: Chapter 7
  2. Witch Hat Atelier Manga: Chapter 29, Page 13