Forum Discussion
6 years ago
I was saying stay away from Harry Potter 100% no Magic Schools or Universities.
Hand magic should be default. Wands should be optional, tools at best, to cast spells that require, more energy. Like Opening portals, Mass weather spells, Moving the cosmos, Should require magic wands.
I agree with Fatal Spells and combat spells.
No Alignments Dark Magic is not linked to Being Evil, and Light magic is not linked to being good.
Good People know how to Hate, and Evil People know Love.
They Should Make Each Type of magic a Skill and if they did a Perk Tiers, then they Sims can use Magic Points (MP) to unlock those spells.
Mysticism Costs 1 MP
Teleportation Costs 5 MP
Transformation & Glamour Costs 10 MP
Light Magic Costs 20 MP
Dark Magic Costs 20 MP
Elemental Magic Costs 25 MP
Alchemy Costs 30 Mp
Enchanting Costs 30 MP
Summoning & Conjuring Costs 35 MP
Prophecy Costs 40 MP
Forbidden Magic Costs 50 MP
- Heart Rip - Ripping out another's Heart, and forcing your will over theirs - the ultimate Love Spell/Voodoo Doll. As long as you hold the hearts of the people in your hands, you will always be loved.
- Necromancy - Successfully bring back the dead or risk
- Time Travel - Not that it can't be done... it shouldn't be done... but Who am I to tell you what to do!
On the condition Perks Tiers, or perk trees are non Linear. You don't need to unlock a Skill in tier 2, to get to Tier 3.
In doing so they should also do what they did in Cats and Dogs, different Breeds of Practitioners of Magic.
Like Dogs: Huskies, Corgis, Terriers, Golden Retrievers, German Shepards, Bloodhounds and many more.
Same with Magic Users: Witches, Wiccans, Wizards, Enchanters, Alchemists, Summoners, Druids, Prophets, Sorcerers
with the option to rename the Life State, As we can rename breeds.
That's basically what I think they should have done since Sims Supernatural.
Hand magic should be default. Wands should be optional, tools at best, to cast spells that require, more energy. Like Opening portals, Mass weather spells, Moving the cosmos, Should require magic wands.
I agree with Fatal Spells and combat spells.
No Alignments Dark Magic is not linked to Being Evil, and Light magic is not linked to being good.
Good People know how to Hate, and Evil People know Love.
They Should Make Each Type of magic a Skill and if they did a Perk Tiers, then they Sims can use Magic Points (MP) to unlock those spells.
Mysticism Costs 1 MP
Teleportation Costs 5 MP
Transformation & Glamour Costs 10 MP
Light Magic Costs 20 MP
Dark Magic Costs 20 MP
Elemental Magic Costs 25 MP
Alchemy Costs 30 Mp
Enchanting Costs 30 MP
Summoning & Conjuring Costs 35 MP
Prophecy Costs 40 MP
Forbidden Magic Costs 50 MP
- Heart Rip - Ripping out another's Heart, and forcing your will over theirs - the ultimate Love Spell/Voodoo Doll. As long as you hold the hearts of the people in your hands, you will always be loved.
- Necromancy - Successfully bring back the dead or risk
- Time Travel - Not that it can't be done... it shouldn't be done... but Who am I to tell you what to do!
On the condition Perks Tiers, or perk trees are non Linear. You don't need to unlock a Skill in tier 2, to get to Tier 3.
In doing so they should also do what they did in Cats and Dogs, different Breeds of Practitioners of Magic.
Like Dogs: Huskies, Corgis, Terriers, Golden Retrievers, German Shepards, Bloodhounds and many more.
Same with Magic Users: Witches, Wiccans, Wizards, Enchanters, Alchemists, Summoners, Druids, Prophets, Sorcerers
with the option to rename the Life State, As we can rename breeds.
That's basically what I think they should have done since Sims Supernatural.
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