Forum Discussion
7 years ago
"Anmirla;c-16570665" wrote:
I definitely want them fleshed out as well as Vampires.
I want them to carry on with the powers/weaknesses system. They should be required to "sacrifice" something within their lives to obtain greater power (and I am not talking about animal sacrifice or anything like that). I also want the ability to counteract some of the weaknesses (just like Vampires) to make particularly powerful Witches.
I'd really like to see more nature-based choices so we don't end up with all this Wizard of Ozish.
I'm on board, with A Spell Book Interface to over shadow the Vampire S&W Tiers.
So You Use magic to earn Magic Points (MP) and you use MP to Unlock Chapters. The Chapters would be non-linear. You don't have to Unlock Chapter 5 to get to Chapter 6. If you want to skip from Chapter 1 to Chapter 10 you absolutely can. and at the same time if you want your sim to stay away from certain spells have a certain style this will help.
I think Magic should run on Emotions, a Sims Energy Need, and their experience with the spell itself.
I think what should happen is, If the player decides to "Give magic a rest" I think after three days the Sim's power will start to diminish.
You have to continue to exercise your sim's power otherwise it will weaken. I'm don't think Sacrificing one power to gain another will work for Sorcerers the way it does of Vampires.
I'm not sure about Skill Level Titles, I want the Life State to be called "Sorcerer" or "Mage." "Witch" to me sounds lame and they're simply not powerful enough. But the Skill titles such as "Apprentice," "Arch Mage," and "Master." Unless they give us the option to rename life states like they did to rename Breeds of Cats and Dogs.
So it's 10 Chapters/Pages worth of Magic Topics
Chapter I • Introduction to the Arcane Mysteries. Conjuring Objects, Telekinesis, and Methods of Teleportation (Cloud Form w/ Color options/Beam of Light/Invisibility)
Chapter II • Two Sides of a Coin: The Study of Light & Dark Magic.
Chapter III • Potions, Curses, & Alchemy
Chapter IV • (I forgot what was Chapter 4...)
Chapter V • Elemancy: The Study of Fire, Lightning, Water, Ice, Earth, Air.
Chapter VI • Summoning - calling spirits, Forces, to your side.
Chapter VII • Enchantments - learn how to upgrade objects and bring statues to life.
Chapter VIII • Transformations, Glamour, and Mimic Spells: (transform Life State into other Life States pending on what packs you have + Take the form of other sims.)
Chapter IX • Blood Magic - Family is power, casting a spell no one else can break, override, or figure out.
Chapter X • Forbidden Magic - Magic against the laws of nature, and simply just Common Sense! Voodoo, Love Spells, Necromancy, Time Travel, Controlling the will of another.
But I think Some spells should really be serious. When it comes to Potions, Curses, Alchemy, I want Spells that do more than just fix needs and change emotions.
For Example a "Curse of Infertility," a player could really tell any good story with that one.
I would say the ingredients would be: Tincture of Sleeping Curse, Toad Stool, Tears of a Toddler/Child.
To me that's what makes it a Curse, if you're playing the role of a Evil Sorcerer. How far would you be willing to go to seek revenge on someone.
I would gladly, won't be hard, make a toddler cry to make a potion like this. To ruin the chances of a couple to conceive a child, and that was their aspiration in life to have children. Now that's how you "Better or worsen the life of someone else."
Of course the curse can be broken... not that Heartless. o:)
So I'd like to see more Potions and Curses like that. and I want the ingredients to make more sense.
Some of the things I'd like to see.
Potion of Strength - without altering appearance sim will gain 12 hours of strength to win most battles, and win. Side effect: 3 hours of weakness
Potion of True Love - Breaks any Curse where true love is woven into.
Elixir of Luck - Gives boosts to what ever activities you try to achieve. Create that masterpieces, Those Triplets, Those rare objects.
Potion of Invincibility - For 24 hours, Sim will be impervious to any Death.
Curse of Isolation - Only ingredient is an imbued Mirror, Banish the sim into the world behind the mirror, where only you have control of who speaks to them. All you have to say is "Mirror Mirror..." (Gives the player a chance to design their own Magic Mirror)
Curse of Infertility - Ruin the chances of a couple conceiving an a child.
Curse of Envy - Not to be mistaken for the Potion of Ambition.
Curse of Selfishness - Want to lose all your friend before midnight? this is how it's done
Curse of Wrath - enrages sim in a Fury for your sake, and their's do not get in their way.
Glutton's Curse - Makes sim insatiable Hunger until the Caster dispels the curse/Dies of other causes.
Curse of Avarice - Makes sim sick with Greed. They put Money above all and will go to extreme lengths to have it all no matter the cost.
Curse of Lust - Ignites an Extreme passion to woohoo, causes exhaustion, Daze, Uncomfortable if broken.
Sleeping Curse - Curse a Sim into an eternal (Permanent) Slumber, True Loves Kiss - optional. If/when awoken the Sim will experience Insomnia for weeks...
You may notice there is no potion or curse to Swap life States. Vampires, You have to have the vampire to have the ability to Turn a Sim. My hope if for Werewolves is that "The Bite" is a Higher tier level power, and So, I want A Sorcerer to be able to do that with a wave of their hand, so long as they have Mastered Transformations. so it's not an easy task to swap life States. Also that they do effect Needs and emotions, but they have more weight to them. It also impacts relationships, and and Stats.
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