Witch is a light purple with medium purple dots. She wears a dark purple witch’s hat with a medium purple ribbon around the base, tan boots, and tan gloves. She produces a small flame from her right hand.
She is the fifth character you unlock after winning (or losing) one of Inventor’s episodes. Her playstyle is very different from the others, having a spellbook with six slots instead of a backpack. She only has access to whatever six cards are placed in it, and only four cards can be placed in hand at one time. She can choose one of these cards to be ready for use instantly at the start of a fight. The player can choose to give her more of these “prepared” cards from certain level up rewards, and to change which card is prepared. Every other card requires a dice of a certain value to place a copy in hand. Repeat cards are allowed as long as she has the proper dice. Cards must be placed in one of four slots, and can be placed on top of each other- though this replaces whatever card was underneath. Upgrades can only be obtained through level up rewards in the form of upgraded “slots” to place cards into from the spellbook.
She is extremely bubbly and cheerful, doing her best to stay optimistic no matter what. She is very defensive of her friends, and though people can sometimes get the best of her, she knows when to put her foot down.
Her standard starting equipment varies per episode.
Witch’s limit break and special ability remain the same for all episodes.
Her limit break, Crystal Ball, allows her to roll three extra dice.
Her special ability, Throw Dice, allows her to throw unused dice at an enemy for 1 damage per dice. Burning dice do 2 damage (4 if the enemy is weak to fire), and do not damage Witch when she throws them. Locked dice cannot be thrown.
The standard level up HP, Dice, Limit Break amount, EXP, and rewards.
| Level | Max HP | Dice | Limit Break | EXP to Level Up | Additional Level-Up Reward |
| 1 | 24 | 3 | 8 HP | 2 EXP | Choose one from two of the following cards: Burning Light, Electric Shock, Ice Shard, Sonic Wave. |
| 2 | 28 | 3 | 9 HP | 4 EXP | Upgraded Spell Slot OR Prepared Spell Slot. |
| 3 | 32 | 3 | 10 HP | 7 EXP | Doppeldice OR Duplicate. |
| 4 | 36 | 3 | 12 HP | 14 EXP | Upgraded Spell Slot OR Extra Dice OR Prepared Spell Slot. |
| 5 | 40 | 3-4 | 13 HP | 18 EXP | Upgraded Spell Slot OR Prepared Spell Slot. |
| 6 | 44 | 3-4 | 13 HP | Max Level | N/A |
Episode 1:
“Go work your usual magic!” Standard rules apply.
Starting spellbook contains Cauldron (prepared by default) on one and Infliction on two.
Episode 2:
“A special treat: a random spell each turn! Yes, completely random. Is that going to be an issue?” One spell slot contains a completely random spell each turn.
You have three available spell slots instead of four. The fourth contains a random spell that changes every turn. You start with Memorise on three, which can permanently add the random spell from your current turn to your spellbook.
Rewards upon reaching level 5 is only an extra dice.
Starting spellbook contains Cauldron (prepared by default) on one, Infliction on two, and Memorise on three.
Episode 3:
“It's like magic - your first dice is always a 6! Your next, 5. Then 4. Then 3. Look, you're a witch, I'm sure you can handle it.” Your first dice roll is always a 6, the second a 5, etc. Start with a Bumpblade.
Your first three dice are 6, 5, 4. The next 3 are 3, 2, 1. Then it goes to 6 again. This does not affect rerolls.
Starting Spellbook contains Bumpblade (prepared by default) on six and Infliction on five.
Episode 4: The Elimination Round
“You've got your usual equipment, usual health, everything. It's a shame all your enemies have extra health and upgraded weapons.” Enemies get 10% extra health. All enemy equipment is upgraded. Standard rules apply.
Starting spellbook contains Cauldron (prepared by default) on one and Infliction on two.
Rewards are the same as Episode 1.
Episode 5: Parallel Universe
“Woah, everything's different!” Enemies get 10% extra health. Status effects work differently. All of the equipment has been changed.
Witch’s cards now generate mana, which can be used to cause additional damage, status effects, repeated use, and other various boons.
Starting spellbook contains Fruit Bowl (prepared by default) on one and Snapdragon on two.
Reward upon reaching level 2 is replaced with choice of Sunbeam OR Lucky 7 OR Cold Snap.
Reward upon reaching level 4 is replaced with choice of Magnifying Glass OR Daffodil.
Episode 6: Bonus Round
“Everything's back to normal again! Until you go down a floor - the further you go into the dungeons, the more the rules change...” Start with standard rules. Gain bonus rules as you descend further.
Starting spellbook is a choice between two (or three, if hard mode unlocked) randomly chosen from this list:
Backstage
Witch’s equipment consists of Cauldron, Hex, and two copies of Magic Missile.
Initial Description:
"Hey, everyone! I'm #blessed to be going on this amazing adventure with you.
Don't forget to subscribe for updates!”
Middle Description:
"Hi everyone! I'm learning so much about myself, and also about fighting monsters!
#blesse- Oh no! There's no signal! What's the WiFi password?”
Endgame Description:
"Hi everyone! Still here in the dungeons, and it's such a wonderful... um, a great... ugh, sorry, can we re-record?
No? Oh."
Post Endgame Description:
"Hey, friends! Turns out you loved my Dicey Dungeons videos, so I'm back for more. Hope you like them... just don't forget to watch my non dungeon content as well!”
Cutscene Dialogue
Backstage/Finale Cutscene Dialogue
Witch exclusively uses magic cards, having small bits of overlap with the other contestants. She cannot use other contestant-specific cards.
Witch is the only user of cards that have the “mana” function, and/or affect a “spellbook”/”spell slot,” which are as follows: