Trapped within the walls for 500 years, Guy de Malfeasance seeks revenge.
Hobbes invents a machine to store negative magical energy.
Shaky and Milly travel back in time to Shaky's childhood.
Tabitha needs to help Milly join the Circle of Witches.
The Founder's Day Ceremony and the start of the Agonies Games.
Milly exits a mind-reading project when Hobbes and Ethel freeze her cat.
Starfinder reads an article claiming Dr. Foster has been kidnapped.
Milly has a dream about Hobbes; Joe resigns.
Milly loses control over a spell.
Students face financial problems.
Students are assigned to bring inanimate objects to life.
A new student must pass through the Gate of Humility, observed by the All-Seeing Eye.
Mildred and Jadu are suspended.
Mildred and Jadu are caught up in a rebellion against discipline.
A con man romances Miss Crotchet.
A merger between two schools is considered.
A potion gives Miss Drill power.
Mildred takes up drawing.
The academy stages a Christmas play.
Miss Cackle brings in a replacement while she tends a sick aunt.
The Third Year Witch Project approaches.
Miss Cackle's niece visits.
A radio quiz show causes problems.
Ruby unlocks past mysteries and endangers the present.
The girls work in a restaurant.
A new secret club forms.
It's the thousand year anniversary of the the castle that houses Miss Cackle's Academy.
Mildred must take her potion exam; Frank has problems with gardening.
Miss Drill introduces basketball to the restless students of Miss Cackle's Academy.
Frank's nephew Charlie takes a math test to determine if he can enter the all girls academy.
Sybil and Clarice create a magic lamp which they think will make all of Sybil's wishes come true.
Mildred recues the little boat from the rapids.
Mildred takes her cat to a riverside retreat.
Mildred and Merlin rescue a mouse.
An inspector arrives at the academy.
Mildred attends a wizard's class.
Mildred meets a wizard who was turned into a frog.
Mildred helps during a genuine emergency.
Trouble starts with Mildred's return.
A bolt out of the blue.
The grand wizard visits.
Mildred must save the school from a sinister plot.
Mildred learns about modern technology.
Mildred and her friends try to beat Ethel and her team in creating a drink without using magic.
A camping holiday is hard to control.
Mildred and Enid try to avoid Miss Cackle's boring birthday party, but end up disrupting it.
Mildred is assigned to watch out for a new girl who appears to be dull.
Mildred is rooted while the school is invaded.
Mildred fails her potion test.
Mildred's kitten can't hold on to the broomstick.
Mildred organizes a feast for a hungry ghost.
Mildred Hubble has two weeks to learn how to fly on her broom, or she's out of Miss Cackle's Academy for Witches.