Forum Discussion

  • "Sindocat;c-17911567" wrote:
    There are things that spells cannot do, or do not do as well as skills. Also, if you are not playing one with a powerful bloodline, they take considerable time to unlock the really powerful spells, and the fail state of Copypasto is to destroy the item you are trying to copy. Spell charge limits available casting. You can't Scruberoo Toddlers or Children. Floralorial can flat out kill your plants instead of bettering them. Repairio will not allow you to improve handiness or upgrade objects.

    The Decursify spell and Curse Cleansing potion are both I think not unlocked until one is an Adept, and the Curse-resistant talent is also fairly high up the tree. Charge management is pretty cheap, but between them, spell charge and curses from miscast spells or mis-brewed potions are a brake on Spellcaster progress - curses can be really inconvenient.

    I play Spellcasters a lot. Unless I leave them free to ONLY pursue their magic, it progresses slowly - particularly if I don't cheat to fill a bookcase with grimoires but make them experiment and practice for new spells. One can ask the Sages for spell teaching and potion recipes each day, but who has time to go chat up the Sages every day, if one is holding a job or going to school?

    ANY skill is powerful at high levels. Casting is fast - but failure is costly.


    I agree with pretty much all of this. All of my played Sims are either Spellcasters or Vampires. For the Spellcaster Sims they are mostly born in game and some are really into the whole being spellcaster thing (I have one family who does nothing but work on their spellcasting & makes money selling stuff they find or painting and writing), others are kinda middle of the road (they set aside time to work on their powers, but they're not overly dedicated), some are really 'meh, I guess scruberoo and repairio would be helpful', and still others are like 'Yo, can I be a vampire instead? Where's my rite of dissolution?'. Tl;dr, just because a spellcaster can become over powered, does not mean your spellcasters automatically have to follow the same script.
  • OK, now I understand the picture... I didn't recognise that those trees were money trees. I don't use them in my game. My Spellcasters do work on their magic, but aren't solely dedicated to it or anything. They do use Scruberoo and Repairio a lot.
  • NightwalkerArk's avatar
    NightwalkerArk
    Seasoned Newcomer
    For some, maybe. For me, that's what magic is meant to be. Powerful, rare, dangerous and beyond the scope of everything normal.

    I personally, would have made them even "worse". High-level spells for the most powerful spellcasters - would cause one epic charge though.
    - Controlling weather (Mermaids can do it, weather machines can do it, so why not spellcasters?)
    - Time-slowing spell - dangerous spell. Slows time for all Sims in your household, but constantly increases your spellcasters charge and draining their energy. Cast again to turn it off.
    - True Immortality. Can be cast on self or others. Does what it says. Pray the cast doesn't fail.
    - Spiritualis Spell - Permanently turn a Sim into a ghost. If one changes their mind, there's always the reversal spell.

    Probably alot of other over-the-top spells I haven't thought of. Too overpowered? Maybe, but one can always play their wizards differently. One of my spellcasters casts magic as easy as he blinks. His brother has barely mastered the inferniate spell.
  • Loanet's avatar
    Loanet
    Rising Scout
    You don't even see magic if you don't go to the World.

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