An American Writer's Thoughts on Japanese Animation

Magic and Mayhem – Witch Craft Works Spoiler Review

I love anime witches – Whether they’re in comfy stories like Kiki’s Delivery Service or Flying Witch or more adventurous affairs like Little Witch Academia, I just think they’re nifty, especially around this time of year. Usually cute girls (though you do get boy witches and older witches sometimes), and always with the mystical powers and big pointy hats, they show up most often in Urban Fantasy settings, whether out in the open or keeping their powers secret from the world. Yamada-kun and the Seven Witches didn’t really live up to the “Witch” concept, which I don’t hold against it, but for a hefty serving of witchy goodness, I’m going to take a look at Witch Craft Works.

Witch Craft Works is an Urban Fantasy, that sort of has an action/adventure vibe going on, but bent strongly towards comedic insanity rather than dangerous drama. If you need an example, then how about it starting with the male lead, Honoka Takamiya, finding a note in the trash he’s taking out warning him of falling school buildings just before the main school building nearly falls on him. Though he avoids getting squashed, he’s soon set upon by a strange girl with animal ears and a white witch cloak and hat and her army of robot rabbits.

And yet this is probably the point of the show that you can most take seriously. It only gets goofier in the following episodes. Ayaka Kagari, the school’s “Princess” – a girl of great beauty, amazonian stature, and few words who is an object of worship for most of the student body – appears to defend Takamiya, pulling out her own (red) witch ensemble and enough literal firepower to deal with the bunny-robot legions piling in on them, surviving countless blows with seemingly no permanent harm done. Ultimately, she forces the animal-ears witch to retreat.

Honoka, for his part, had no idea about any of this witches and magic stuff before this incident, so the entire affair comes as quite the surprise. Kagari also calls him her “princess”, vowing to protect him. But from what? Well, it’s time to look at the conflict of Witch Craft Works… or should I say conflicts?

Because, as much as there’s a main plot full of witches, magic, and mayhem, there’s also a lot of time devoted to their normal (really, decidedly abnormal) school life. Kagari, for instance, comes to insist that Honoka have lunch with her… a position that there is normally a massive reservation waiting list for, drawing the ire of fellow students who see him cutting in line to be with the Princess unfairly. This material would be done better in the Manga “Komi Can’t Communicate” but it’s the main focus there and a sideshow here, and for a sideshow it actually provides some fairly reliable humor.

A good amount of this is based on Kagari. A lot like Shiraishi from Yamada-kun and the Seven Witches, Kagari is not the kind of girl who emotes or necessarily talks a lot. Unlike Shiraishi, Kagari is actually fairly easy to read, as she is even more straightforwardly direct about what she’s interested in when she chooses to speak, and she actually gets a whole lot of character across.

This is because while Yamada-kun and the Seven Witches was a usually light affair with frequent comedy, it was a tragic melodrama compared to Witch Craft Works. Because of that, Kagari isn’t a reserved and quiet girl, she’s completely mad (like everyone else in the setting) and trying poorly to hide it. Her initial time calling Honoka the “princess” is just the tip of the weird iceberg. For instance, one school day begins with Honoka lead to a room where she’s got the wicked witch transfer students (more on this later) tied to stakes and is nonchalantly suggesting burning them alive, and a visit to her place involves her quickly and not as subtly as she thinks hiding tiny dolls made in Honoka’s image. Kagari may have a cold glare and a stern voice, but she successfully comes across as lovingly obsessive without really veering into Yandere territory, sometimes dangerously disconnected from any concept of normal, fiercely protective, and ultimately hugely and earnestly sweet and loving. Just because she seems incapable of smiling doesn’t prevent her character from coming through.

In any case the plot. In Witch Craft Works, there are two factions of witches: the Workshop, the group to which Kagari and the other friendly witches belong, and their enemies, the Tower. The main difference between them seems to largely be that the Workshop has rules and organization while the Tower pretty much just does what they want (fighting each other as well as the Workshop fairly often over the course of the show). However, the Tower Witches do seem to uniformly covet some secret power that currently exists inside Honoka, making him a beacon for bad actors that desire that power for themselves, and now that he’s been found, his life is going to be anything but normal.

Most of the Tower witches are… comically inept. Kagari is, at least as far as the start of the show is concerned, insanely overpowered: she can do absurd amounts of damage with her flames, and her body seems to be almost entirely indestructible. Tanpopo (the animal-eared Tower witch from episode 1, whose special magic seems to be animating those robot bunny soldiers in various sizes and forms) is joined by her team-mates, who all transfer into Honoka and Kagari’s class (at first) and make hilariously little effort to disguise how bizarre they all are, but I think we see more scenes of that lot at their “strategy meetings” (Karaoke sessions) or being props for physical comedy than presenting any sort of legitimate threat. Another gang, consisting of a couple witch girls and their pet llama (which they treat as totally normal) are even more marginal. Their attacks, however, do move us forward by convincing Honoka to attempt to learn witchcraft himself.

Honoka learns how to pass unnoticed by normals while wearing his witch getup and conjure and ride on a broom with some difficulty. None of that is particularly helpful, though, when Honoka and Kagari are ambushed by our first threatening Tower Witch, Chronoire Schwarz VI. She traps them in a Barrier (an idea of a magical space somewhat removed from the normal world that seems to be moderately commonplace in Japanese media but pretty much unknown in the West) and manages to make a successful attack by knowing the seemingly invincible Kagari’s weakness: she takes any injury Honoka would suffer. With Kagari injured and bleeding, Chronoire corners Honoka and offers him a solution, a magical candy that will unseal his hidden power (allowing him to save Kagari), an act that would have the side-effect of exposing that power to the world, making finding Honoka and taking the power easier on Tower Witches and protecting him harder. Kagari recovers faster than Chronoire had reckoned and roasts her good (though thanks to the barrier she’s more amused than anything else), but Honoka keeps the candy.

I’ll be honest, Chronoire might be my favorite character in this show, just for how fully she embraces both the hints of a serious world of conflict between factions of Witches and the generally zany and lighthearted atmosphere of the entire thing. Unlike Tanpopo’s gang or the other younger Tower Witches, Chronoire is legitimately a little bit threatening. She displays intense (and colorful) magical powers, gives Kagari a run for her money, and seems to be seeing her schemes hurtling forward even if she loses in the moment. She comes off as still more of a minor villain, but one who can actually do a bit of heavy lifting rather than just providing a Team Rocket style failure reel.

On the other hand, she’s tiny and youthful looking, physically almost utterly non-threatening. She’s got a distinctive style, complemented by the fact that she’s attended by a familiar in the form of a bipedal crocodile in a business suit and top hat with the demeanor of an English butler. She can talk sinister, but she can also banter with Kazane (Kagari’s mother, head of the local Workshop and headmistress of the school), an old friend of hers, like a grade-A troll or play the part of a petulant child when faced with something she doesn’t like. There’s even an arc where she’s briefly acting as an authority figure in the school, covering for Kazane, and proudly strides down a hallway breaking into a riot of mayhem proud of how lively the kids these days are. Chronoire fully embraces the madness without losing sight of her position as a powerful and dangerous… well, frenemy more than straight-up foe, but you get the idea.

After that attack, and continued harassment by Tanpopo’s group and the other Tower Witch annoyances, it’s decided (largely by Kagari, though Honoka doesn’t object) that Honoka would be safer living with Kagari, much to the chagrin of his little sister Kasumi. Kasumi is a Workshop Witch with an unhealthy attachment to her big brother and a penchant for channeling her magic through her teddy bear familiar, a fact that results in at least one kaiju-scale battle between Kasumi riding on the head of her inflated-to-gigantic teddy bear against Tanpopo commanding a similarly scaled-up tin-rabbit soldier, nearly leveling the city in the process (though nothing comes of that; more on that later). However, it turns out that she doesn’t have to worry about Honoka moving out per say, since Honoka and Kagari are attacked at her home by a Tower Witch called Medusa. Medusa has a monstrous form and the dreaded magic to turn people to stone, restricted though it is by bindings that were placed on her when she was until fairly recently imprisoned. She’s also the boss of Tanpopo’s team. Medusa’s restrained eyes and hands, however, don’t stop her from turning Kagari to stone, a dire situation that causes Honoka to finally consume the candy Chronoire gave him, unleashing the power within.

That power, it turns out, is an entity: Evermillion, the White Princess, a supernatural being of seemingly limitless ability and a teasing, sarcastic nature. Evermillion holds off Medusa (obliterating the Kagari family mansion in the process, hence why the leads won’t be staying) while Honoka, at her instruction, frees Kagari from her stony state with a kiss. On the forehead, because he’s embarassed, but it’s enough. Kagari defeats Medusa in round two, burning white hot, and Evermillion recedes to lurk hidden within Honoka once again… but the first of the seals that contained her that way is now broken, and with it the rest are sure to go, an event that may even set Honoka, and Kagari doggedly with him, against the Workshop as much as the Tower.

And, ultimately, it’s Kagari who ends up moving in with Honoka and family. These events are, therefore, still much to Kasumi’s chagrin.

After Medusa, we get a period of more “goofing off” episodes that see Honoka and Kagari pitted against Kasumi, the Student Council, Kazane (briefly), and public opinion of the student body. There’s some serious stuff, like a glimpse into Kagari’s past that hints at why she might have the connection to Honoka that she does, and plenty of comedy like Kasumi trying to kidnap her brother, Medusa and her gang living unsubtley secretly in the Takamiya household (having, at least for the time, accepted their beating.) and so on. The zany antics, however, are largely stopped by the arrival of the final arc and its antagonist, Weekend.

Weekend is, like Chronoire, a Tower Witch of notable ability. Unlike Chronoire, Weekend actually tries her best to be taken seriously, forgetting entirely that she’s in Witch Craft Works. For instance, instead of Chronoire who deals with surreal aquatic imagery, magic candy, and a crocodile butler, Weekend uses bombs. Just bombs. Magic bombs, at least some of the time, but even then there’s not a lot of whimsy and wonder to her methods. She starts off by blowing up the city, an act that badly drains Kazane’s power as the Workshop head, letting us learn just what is with status quo managing to stand in this setting: Workshop witches make pacts with the towns in which they set up shop, allowing them to use magic there and, by the strength of the Workshop leader, protecting the town from any magical mayhem. Kazane, utterly reflexively, pulls any ordinary human who would be hurt (this time, the whole population) into a magic space outside of space until they can be returned safely with the damage repaired, hence why Kazane is so frequently sour about massive damage, yet nothing seems to come of it. Protecting everyone at once, though, puts her out of commission, and with her magic access for the rest of the Workshop witches.

What follows is a high stakes sequence of events where Weekend threatens hostages and even the people stored in safety with death to get at Honoka while Honoka and Kagari, largely ignorant of her demands, make their way to the core of the city so that Honoka can make a contract and support the Workshop Witches and turn the magic back on. Weekend manages to get out of being bested and trapped (thanks to strapping non-magical bombs to herself to facilitate a breakout) and continues to cause mayhem and death, ultimately pulling Honoka and Kagari into a confrontation with her that resuklts in Honoka offering up his life to Evermillion in order to restore the city and its people, and Kagari taking his place as the drained and defeated Weekend slinks away.

Kagari’s death here is actually dragged out, with enough hang time that you could feel like she might not come back… if this wasn’t Witch Craft Works. However, the Drama is somewhat lost because as hard as Weekend tries to be a serious, deadly, Joker-esque villain, she’s still stuck in a show that absolutely doesn’t support it, and doesn’t really support the threat of killing off the female lead either. And, sure enough, a little magic and true love’s kiss (again not on the lips) manages to bring Kagari around, though there is some implication that her powers may have permanently changed, particularly through a loss of invincibility. We even get to see Weekend captured (first by Chronoire, who wants to eat her, then by Kazane), but the epilogue is actually pretty quick. However, we have no time left to explore that.

As you might be able to guess, Witch Craft Works is at its best when it’s reaching for being crazy and more fun than not. Weekend, in particular, doesn’t quite fit. The fight between her and Kagari is actually a really good action sequence, and it does belong in this show, but the rest of the darkness and suffering around the Weekend arc… there are enough breaks, it does sort of work as a whole package, but it still doesn’t generally go together. Because of this the show is a bit unbalanced, stumbling awkwardly from a “helpful” Workshop Witch stuffing an unconcious Honoka full of produce in an effort to cure him to a life-or-death battle between powerful and skilled magic users. As much as Tanpopo and friends are the height of nonthreatening, they’re kind of what’s right for the show. They do try to be legitimate enemies, even if they can’t quite manage, but they’re always fun to watch. They’re having fun or suffering in a comedic manner, which is the kind of energy the show wants to have. And of course Chronoire and to a lesser extent Medusa show how you scale that up to higher threat levels without, as Weekend, losing the tone.

On the whole, I do love Witch Craft Works. I find new things to be amused by every time I watch it, because there’s just so much going on with both character and visual humor, as well as a decent amount of heart under it. But… it is only really worth a B. I can’t let the fact that I personally massively enjoy the show to cloud my judgment as to its quality. It’s good, but it’s more amusing than it is great. All the same, I’d really recommend watching it if having a little zany fun with witches and a seasoning of action and drama is at all something you might enjoy.