Werewolves take energy from the moon. They can use this energy to power their abilities. Some of the abilities of a werewolf include:
- Becoming a werewolf by bite or by birth
- Transforming a part or all of the body into a wolf
- Enthralling humans and other werewolves
- Superhuman strength and athletic abilities
- Accelerated healing and resistance to injury
Untrained werewolves partially transform into werewolf form during a full moon and lose human control while in wolf form, but they can learn to take control of the werewolf and transform at will and be in control of their actions.
Werewolves have the following weaknesses:
- Silver burns a werewolf's skin if they have changed away from human in any way.
- Wolfsbane, or aconite, will prevent a werewolf from changing when in contact with the skin. Powdered, the flower's effect is massively force multiplied.
The werewolf condition is passed to other individuals through the bite. The bite infects the human, and with enough magic can turn the human into a werewolf, which then starts producing their own magic. If not enough magic is provided, the bitten human can die from the infection.
Werewolves are naturally born from werewolf mothers, with human, witch or werewolf fathers. Werewolf fetuses require a tremendous amount of magic energy to gestate, which makes it impossible for humans to gestate werewolves. The exception is if the mother is a witch, since witches can absorb magic to give to the fetus.
When a witch gets pregnant with a werewolf, they usually seek a pack of werewolves to be a part of, because the development of the baby takes too much energy. The werewolves provide the energy (which they take from the moon) to the pregnant witch.
Enthralling is the ability some werewolves have to manipulate other werewolves or humans. It can be used to calm or, in the advanced form, immobilize the human or werewolf being enthralled. While the enthrallment is happening, the eyes of both the werewolf enthralling and the one being enthralled start shining, and it needs visual contact between the parties to maintain its effect.
Only an Alpha can enthrall members of its pack, and a werewolf can only enthrall a human after the human has been bitten or is committed to join the werewolf's pack.
Ziva Ross is notable for being very talented at enthralling.
Werewolves are much faster and more agile than the average human and can run great distances without needing to rest. A werewolf's nature allows for jumping across great distances as well as up to twice her height.
Werewolves' sense of hearing and smell are both enhanced due to their werewolf nature. They can identify an individual's scent if they are familiar with it, and they can track those scents. Their enhanced hearing can sometimes cause werewolves to be overwhelmed the sensory input.
Witches take energy from the Earth (primarily from their surrounding environment) and use it to cast spells and enchantments, but they must also give back to the source. Taking too much energy can kill the surrounding vegetation, as seen when Flora Conradine killed some grass extracting magic from it. If witches take too much energy and don't give enough back, nature can cut them off and refuse to give anymore energy. Because of limited environmental magic, witches can get territorial.
Witches can also take magic from people (such as werewolves), however this process seems difficult and risky, not only that the werewolf may fight back, but the two risk becoming magically linked together (although this may work to one side’s advantage). For these reasons—as well as the ethical questions it raises—most witches refrain from using this option; Marisa and Charlene didn’t even seem to know it existed. So far, Connie/Flora is the only witch known to use this method.
Witch magic can be used for a seemingly infinite number of tasks. Witches can cast spells to create illusions, provide magical defenses for places or person (wards), see into the past or future, heal, repair or build objects, track others, or do battle. However, there are a number of limits on an individual witch’s abilities. In addition to the aforementioned energy requirements, spell casting takes time, leaving the witch vulnerable to physical attacks, especially from high speed enemies like werewolves. Also, Marisa remarks that it takes a great deal of effort and practice to Master a spell well enough to cast it on the fly without the aid of a spell book, forcing witches to specialize in particular types of magic. Marisa for example specializes in practical “workhorse” spells, while Charlene is primarily an illusionist and diviner, and Connie‘s magic mostly involved plants and werewolves.
Some witches have familiars, like Charlene’s crow, Alphonse, who aids them in spying and reconnaissance. Familiars seem to be ordinary (if magically enhanced) animals.