Werewolves take energy from the moon. They can use this energy to power their abilities. Some of the abilities of a werewolf include:
- Creating 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
- Superhuman senses of smell and hearing
Werewolves are much faster and more agile than the average human and can run great distances without needing to rest. They are also capable of jumping across great distances as well as up to twice their height.
Werewolves have enhanced hearing and smell. They can detect an individual's scent if they are familiar with it, and they can track those scents. Their hearing can be used to communicate over long distances. Their enhanced senses sometimes cause werewolves to be overwhelmed by sensory input, which leads some werewolves to avoid cities, prefering calmer, more natural places.
The full moon causes the werewolf's magic to grow, which makes the werewolves more powerful, and can be overwhelming for new or untrained werewolves. Untrained werewolves partially transform into wolf form during a full moon and lose human control while in wolf form, but they can learn to take control of the wolf 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, and may knock the werewolf unconcious.
To make a new werewolf, a werewolf will inject, or 'seed', a bit of magic into a human through a bite. As long as the original werewolf is powerful enough, the magic will multiply in the new werewolf. Werewolves have an internal reservoir of magic that is slowly and consistently increasing in size and power, becoming a little stronger with every full moon. If not enough magic is provided, or if the human is immune to turning, the magic won't multiply and the wound will become infected, eventually becoming septic and killing the human.
A human can become inoculated to a werewolf's bite if, prior to being bitten, the human survives being clawed by a werewolf. In past times, when werewolf society was more warlike, this was a drastic method commonly used by the packs to protect their humans from being turned by werewolves from other packs.
Vincent Walters is currently the only known survivor of this form of werewolf inoculation, having been mauled by his sister when they were very young, and Malaya only recently having been turned by Ziva Ross.
Werewolf fetuses require a tremendous amount of magic energy to gestate.
A werewolf mother is the most capable of bearing a werewolf child because she can provide the fetus with energy from her own internal supply of magic. Her energy is renewed with each full moon.
A witch mother can bear a werewolf child, but she must get the necessary magic energy from an external source. She will usually seek out her mate's pack so she can absorb what she needs from the renewable energy of the pack. The earth simply can't meet the needs of a werewolf pregnancy. A witch that takes and doesn't give back will find herself cut off. A witch who takes the energy by force will face consequences.
A werewolf mother has a fifty percent chance that the child will be a werewolf if the father is either a werewolf or a human; and if the father is a witch, there is a roughly thirty-three percent chance of the child being either a witch, a werewolf or a human.
A human mother simply cannot bear a werewolf child as she doesn't have access to the magic necessary to even begin such a pregnancy.
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.
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.