WITCH, the Magic User Pokégirl
Type: Very Near Human
Element: Magic
Frequency: Uncommon (Most of the world), Very Rare (Edo League)
Diet: Human-style
Role: Magic-users
Libido: Average
Strong Vs: Magic, Psychic, Fire, Lightning, Ice
Weak Vs: Ghost, Normal, Fighting, Rock
Attacks: Spellwork, Witch’s Curse, Barrier, Aura Barrier, Mystic Bolt, Mana Bolt, Power Bolt, Reflect
Enhancements: Magic Affinity, Enhanced Reflexes (x2), Enhanced Dexterity (x2), Enhanced Sensitivity (x2)
Evolves: Sorceress (Normal), Enchantress (Moon Stone), Elementalist (Angel Stone, Dark Stone, Diamond Stone, Fire Stone, Heavy Metal, Ice Crystal, Leaf Stone, Mana Crystal, Psi Crystal, Thunder Stone, Venom Stone, Water Stone, Dusk Stone, Dragon Scale, Round Stone, or Sun Stone), Puppeteer (Battle stress + Use of Dolls), Tick-Tock (Dream Stone)
Evolves From: None
    The poster-girl for magic and by far the most common of spellcasting Pokégirls, Witches are also the point from which many magic-types start their lives and so are a very often-used starter 'girl. Although not the easiest to handle in such a starting role, they're certainly a fine choice, as they have a great deal of potential in terms of variety, both due to the spellcasting nature of their primary abilities and to their large range of evolutionary possibilities, and they were one of the first breeds to be tamed en mass during the revenge war, their curiosity and lack of much physical power often leading them to be trapped and captured more easily than other breeds.
    Physically, there is no standard appearance for Witches; they run the gauntlet of skin and hair colors, usually depending upon their place of birth and ancestry. The only real common characteristic is that most of the breed is under six feet tall, with shorter girls definitely being the most common, though this is far from any kind of steadfast rule. Thus, they're one of the hardest to identify from purely physical characteristics, since they're very hard to tell apart from most other very near human breeds--or, at least in an unclothed state and when not awake. With their magical abilities, it is rare for a tamer to care enough to prevent his Witch from wearing her choice in clothes when it can be summoned, especially since said choice tends to be flashy, dramatic attire, often with a mystical or astrological theme. However, the true reason it is usually allowed is that an Alpha-bonded Witch usually takes the initiative of finding out her master's tastes and making the clothes attractive to him too, whether that entails a beautiful robe or a skimpy, fantasy sorceress's garb. It should be noted however, that Witches rarely have any skill in enchanting clothing or other items, and if a tamer desires that, a Moon Stone should be used to produce an Enchantress instead.
    However, as taking the initiative that way suggests, Witches are also identifiable because they're very intense, energetic girls in most cases, throwing themselves into all of life's endeavors with curiosity and gusto to the point that many tamers cannot keep up with them and will try to find tasks to keep them occupied. Unlike what one might expect, though, a bored Witch is more dangerous than annoying, as most tend to be curious and very ready to experiment, and which such experiments involve untried magic... they can be varying degrees of dangerous, though they more often harm others or the environment than the Witch. However, this can also lead to vary positive results, such as powerful new spells, so it is definitely not to be discouraged, simply watched with caution. In any event, the Witch is an energetic, curious, and often proud Pokégirl who rarely does things in half-measures, approaching almost everything in life with a gusto that has led many a tamer's heart to be moved by the energy his Pokégirl put into something minor--or become frustrated as all hell because she won't leave him alone about something.
    As one would expect, this makes them a rather persistent battler, refusing to give up until they're very solidly beaten in many cases, and that combined with the variety and scope possible with spellcasting means Witches have a reputation for winning battles they should not be able to, pounding away again and again until their magical reserves are exhausted or their opponent has fallen. However, lacking any toughness and in fact having vastly more sensitive bodies than humans--many are very ticklish, though exceptions aren't unknown--they tend to fare horrible at close-range combat, and a Witch's best bet in battle is almost always to keep moving, throwing Mystic Bolts and spells at her foe from a distance whilst keeping up enough of a barrier to ward off at least one hit if the enemy happens to manage to close. However, one should take care in letting a Witch fight a stronger opponent this way, as not only will she likely totally exhaust herself in the attempt, but since the breed lacks enhanced concentration, exhaustion could easily cause her to mess up a spell and have it backfire.
    Due to their enhanced sensitivity, though, Witches are practically useless in sex battles; they tend to be frustrated and sensitive, pun not intended, about this lack, and quickly become defensive if teased about it. Teasing as such is a risk with Witches, because some will become aroused rather heavily about being teased over such things, but others will become upset or depressed instead, so it is best to tread carefully here. However, they're far from deficient lovers even beyond that, and although their enhanced sensitivity results in them being easy to bring to climax, their energy and persistence means that their first release will almost never be the last, unless they've learned a spell designed to increase sexual stamina, which is not uncommon. They also tend to be a breed that's happy to try out new and exotic positions, and many discover a liking for them.
    Feral Witches are even more persistent than tamed ones, and tend to live in forests where ingredients for spells are most often found. They experiment a great deal, and catching one often yields a 'girl with some decent spells, if a few scars, though they're not an easy catch, even though they aren't prone to running away, for the reasons above. In fact, a feral Witch could easily fight herself to the point of dying from heat exhaustion or refusing to give up against superior force. They do tend to be more easily caught by those with magic 'girls, though, as curiosity and the desire to learn stronger magic can sometimes even lead to them voluntarily joining up. As one might expect, they are also a common threshold, marked by extra energy, an interest in magic, and a tendency to become very persistent.
    On a final note, there seems to be a superstition passed along amongst Witches about the color red, and a few rumors have been unearthed--though most, proud as they are, claim to pay them no mind despite some of the older ones seeming to be afraid of the color--that there exists a Witch who wears scarlet, a Witch whose powers are strong enough to change the world entirely. This much seems to indeed be a rumor, however, as no evidence for it has come to light as of 300 AS despite the rumor possibly going as far back as the Revenge War. If anything, it might be thought of as a folk memory of some powerful Witch in that period, though no human records exist that prove this either way.