Have you considered (or run) a game where witches simply replaced magic-users?
Reading this post and your earlier ones, I'm struck by the idea that the "witch" (which I've written several times myself) may need to be something setting-specific, rather than an archetypal class. So much of the witch...and version (folkloric, historical, literary)...is intimately tied to its particular setting, mainly with regard to culture. Sure, they do magic...but that magic varies from source to source (I know you're an expert on the subject, so you can draw references from tons of sources). Real witchcraft is extremely personal to its practitioners, and in a way that parallels the media depiction of witches: each filmmaker or TV producer or book writer has their own personal interpretation of the abilities of a witch. There's a shit-ton of differences between Bewitched and the film Warlock and those Harry Potter books...and a galaxy of difference between any of those and Baba Yaga!
The real defining thing about witches is their (sub)culture, not their powers. They are outsiders from normal society. They are close-knit (have shared ties) with each other. They're feared and often persecuted (or shunned if too powerful...see Baba Yaga). Even so, they can be helpful to non-witches. They seem to have an appreciation for the natural world, especially animals and plants. Their "natural world" also includes forces that mundane folks see as "supernatural" (whether you're talking about spirits, sympathetic magic, or whatever).
The default setting of most editions of D&D don't really leave room for this culture of the witch. People don't shun and persecute magic-users. Magic-users are prone to secrecy and isolation in order both to guard their power and to prevent every Tom, Dick, and Jenny from banging on their door asking for help with some quest or village plight. The evil ones go crazy and live in dungeons and command legions of orcs and monsters. The helpful ones are out on adventures, fattening their purses, getting in knife fights, and acting as magical artillery. I don't know...for me, there's just nothing "witchy" there (culturally speaking).
To really do witches, you need a specific campaign setting that works with their culture. After that, most any spells or abilities will work (and there's plenty of inspiration to draw from). But without the right setting? I don't see a real place for witches in the D&D game.
Jonathan knows his stuff. He also did a very excellent witch in his Complete B/X Adventurer. He makes a lot of excellent points.
Let me dive in, in detail.
>>Have you considered (or run) a game where witches simply replaced magic-users?
I am currently in one now and have played some in the past. In general the witch is less powerful than a same-level wizard, but has some advantages the wizard doesn't have, such as healing.
>>There's a shit-ton of differences between Bewitched and the film Warlock and those Harry Potter books...and a galaxy of difference between any of those and Baba Yaga!
Oh yes. That is part of the problem, and part of the fun. I could find some similar differences in say a thief. Like Robin Hood vs. The Grey Mouser vs. The Stainless Steel Rat and others. D&D only models a particular type of reality. I have often said I'd kill to do a Harry Potter game, but damn if I know how I would build Hogwarts in D&D yet.
>>The real defining thing about witches is their (sub)culture, not their powers. They are outsiders from normal society.
There is a ton of good in these two sentences. It also concurs with things I have said in the past, repeating what Tom Moldvay has also said. One thing to consider is that one man's cleric is another man's cultist. So often a "witch" really could just be a wizard, cleric or some off-the-wall druid.
It really does give weight to the idea of a "magic-user" class.
>>I don't know...for me, there's just nothing "witchy" there (culturally speaking).
Which I think is why the witch has traditionally been an NPC class.
>>To really do witches, you need a specific campaign setting that works with their culture. After that, most any spells or abilities will work (and there's plenty of inspiration to draw from). But without the right setting? I don't see a real place for witches in the D&D game.
For me though I think this can be handled in right role-playing environment.
Pathfinder does a good job makeing their witch very different from their wizard. D&D4 had a different take on their witch, but it was still fun. In both cases there is a lot of "background" to help seperate them from the other spell casters. I tried to do this with the Traditions.
I see your point that the differences between a witch and wizard are largely cosmetic (my words) or cultural (your words); but even the "wizard" as an archetype has a lot of variety. I mean is Hermoinie a D&D wizard or witch? She is called a "Witch" but her magic seems more "Wizard" to me.
Heck. In some ways your B/X Witch is more "witchy" than mine!
In any case I like that these points are made.
I do like the idea of a specific campaign setting that supports a witch. I suppose in many ways that is my "default" game setting. But "my D&D" tends to have healthy doses of horror in it as well, so the witch, potentially a person that deals with these elements from beyond, is more of an outsider.
But you have given me some material to consider and I appreciate that.