Ethel's meddling leaves Mildred with a shocking new look. But to regain her original appearance, Mildred must complete a trio of impossible feats.
The Head Girl contest has begun, and the candidates' first challenge is to summon their Familiar Auxiliar — the animal that dwells within.
It's Indigo's birthday — and she's growing up faster than expected. Elsewhere at the academy, a spell to help Izzy feel at home goes horribly awry.
While Enid weighs whether to join her famous mom on tour, Mildred prepares for the second round of competition: the Great Debate.
Ethel cuts down a special tree to win a nature-themed challenge and makes the forest very, very angry. Mabel's new health shakes are magically delicious.
After Mildred chooses Enid to be her deputy, a wounded Maud makes over her personality with help from a secret "coolness" potion.
A tempting offer to see her future lures Mildred to the lake — but she isn't the only one there. Miss Hempnettle sends Enid on an important errand.
On the day of the Witch World Games qualifier, a devastated Enid comes clean to Miss Drill, then makes a fateful decision.
Strange things have been happening all over the school ... but who's to blame? The next badge goes to the girl who can name the culprit.
Facing a challenging triathlon — and the fear of Ethel becoming Head Girl — a desperate Mildred bends the rules to turn back time.
A stressed-out Mildred flies to Izzy’s farm to unplug, only to discover that her magic's stopped working. Back at school, Ethel stirs up trouble.
Mildred's entry for the final challenge of best new spell has disastrous consequences for Miss Cackle — and for Mildred.
With the school's fate hanging in the balance, Mildred and friends team up to save the day and face a familiar enemy.