Forum Discussion
8 years ago
No, here Witches Sorcerers is the new Topic.
I really don't want to degrade my character down to something as low as a witch, or wizard. Mage possibly, Druid okay, But he's a Sorcerer first.
In my Belief, and according to some modern lore, Sorcerers are the more powerful practitioners of magic to ever exist.
That to my understanding, a Sorcerer could be a witch, but a witch could never achieve nor match the power of a sorcerer.
I believe it's time for this changed because the Sims 3 Witches already hindered my play style... won't let that happen again.
Now... this is going to be long Luckily I learned about Spoilers!
the Arcane Trait
Needs 1 out of 3 factions in your success in magic, Particularly Energy.
Like Vampires, Sorcerers will have an Extended Energy Bar (Preferably Red Not blue, nor purple, or just keep it green.)
no other Need will be cut from the Needs panel.
I honestly feel they cut bladder from vampires, because the need bar was an awkward fit in the change of the Needs panel.
Spell Books and Talismans/Conduits.
Like I said Success with Magic relies on 3 things
Energy, Emotions and Time
Using magic will cost your sim's energy, just sleep, nap, rest and drink Energy drinks, will help.
Emotions play big role.
The best Emotions to be in when doing magic should be:
Focused
Energized
Inspired
Confident
happy, fine, are okay
the emotions that are 50/50:
Playful
Flirty
Worst Emotions that grant absolute failure and weakness:
Dazed
Depressed
Tense
Embarrassed
Uncomfortable
Anger Fits Into a weird category... if you use magic while angry you will be at your most powerful, but also you'll be reckless. leaving room for error and failure. and you'll hurt the ones you love... more importantly yourself.
As for time, You will always have to practice magic, just because you reached level 10 in a skill doesn't mean you're permanently powerful... magic is power, a form of energy, although it can't be fully destroyed it can dissipate. so it's in your best interest to keep practicing. this way if you decide to put your sim on a "no magic for a week" you'll notice their power is weaker after a week.
I really don't want to degrade my character down to something as low as a witch, or wizard. Mage possibly, Druid okay, But he's a Sorcerer first.
In my Belief, and according to some modern lore, Sorcerers are the more powerful practitioners of magic to ever exist.
That to my understanding, a Sorcerer could be a witch, but a witch could never achieve nor match the power of a sorcerer.
I believe it's time for this changed because the Sims 3 Witches already hindered my play style... won't let that happen again.
Now... this is going to be long Luckily I learned about Spoilers!
the Arcane Trait
Spoiler
the Arcane trait is like the Vampiric trait, or Alien Trait.
It's the trait that makes the a Human, greater than Human, they have the ability to do magic. it's genetic and remotely dominant, as is most supernatural genes over Human, Arcane is Recessive to Lycan Genes. I need this to be true.
after you create your Sorcerer in CAS or use Cheats: traits.equip_trait Arcane
your sim will get the an Alteration to the UI, and their Needs will be changes
the Arcane trait is like the Vampiric trait, or Alien Trait.
It's the trait that makes the a Human, greater than Human, they have the ability to do magic. it's genetic and remotely dominant, as is most supernatural genes over Human, Arcane is Recessive to Lycan Genes. I need this to be true.
after you create your Sorcerer in CAS or use Cheats: traits.equip_trait Arcane
your sim will get the an Alteration to the UI, and their Needs will be changes
Needs 1 out of 3 factions in your success in magic, Particularly Energy.
Like Vampires, Sorcerers will have an Extended Energy Bar (Preferably Red Not blue, nor purple, or just keep it green.)
no other Need will be cut from the Needs panel.
I honestly feel they cut bladder from vampires, because the need bar was an awkward fit in the change of the Needs panel.
Spell Books and Talismans/Conduits.
Spoiler
Also Add to the UI will be a Spell book.
The Spell book will contain 10 chapters on Magic
Note: The Chapters are non Linear in the sense you don't need to unlock chapter 2 to get to chapter 3
and you can highlight parts of the chapter to learn certain magic. for instance in Chapter 5 you can pull one element or all 5 if you want to.
Chapter I • Arcane Introduction - All Sorcerers start at chapter one, gives the sim and the player and Idea of who they are and what they can do.
Chapter II • Two Sides of the Same Coin - Study of Light and Dark Magic
Chapter III • Potions and Curses
Chapter IV • Enchanting
Chapter V • The Elements - Fire, Water, Earth and Air, and the most illusive of all Spirit.
Chapter VI • Transportation
Chapter VII • Summoning and Conjuring - Summon people too your side, Conjure Objects.
Chapter VIII • Transformation - Glamour "Changing your look... radically... and turning sims into different Creatures.
Chapter IX • Blood Magic - family magic that allows you to get really detailed in your spells, placing blood locks makes it so only a family member, can undo or figure out your spells.
Chapter X • Forbidden Magic - spells that could be crossing the line... No, not the insignificant T-rating line, but the line requires your best judgement, this is Magic that comes with a real price... like Necromancy, Time Travel, stealing the hearts of men and forcing your will over theirs... literally.
Similar to Vampire Strengths and weaknesses.
except no weakness... the only weaknesses a sorcerer has is their Line of Sight, If you blind them or the loose focus on their gaze, they their spell would be disrupted.
The Book of Spells, not only Built into the UI but it's also an Object each Sorcerer has one in their personal inventory.
Spell Books are only one of Four Conduits, or Talismans if you will. These magical objects are designed to store, harness and protect your power as you use them. the Object your sim uses the most, becomes your sim's main conduit. or you can set a permanent choice yourself.
Spell Books - study spells, and take what you want
Wands/Staves - I wanted this magical object to be more respected, in the past, it didn't feel that way... Wands are suppose to be powerful tools to help a magic user achieve spells that they couldn't achieve on their own and help cast spells that drain a lot of their energy.
Precaution: for those who wish to use wands for every spell. If for some reason you wish to stop using the wand, you will notice a drastic difference in your power. because in a way you've abused the wand like a training wheels. so the price of that is that your power will be weaker until you get use to hand magic.
Cauldrons - the Crafting table of Potions and curses, You will need to find the ingredients to make said potions curses that are added to your spell book upon discovery.
Brooms - I don't intend on using this but, if you prefer to fly, you have to buy a broom and enchant it to fly yourself thus making it a personal conduit.
Magic Mirrors - Mirrors enchanted by the Sorcerer and imbued with their power, thus making it enchanted. (Your sim can enchant any mirror base game mirrors too)
Note: It's in the Player's best interest to store their sims Main Conduit Somewhere Safe. when a Hunter figures out, or a Power hungry tyrant wants to destroy/acquire Magic, they eventually identify your talisman, and can be destroyed.
As well as be used by someone and they can absorb your power. and use it against you... so if you are a Human and you want magic, without cheats, the only way to become a Sorcerer, is to study Arcane lore, and Study the Sorcerer learn what is their talisman.
If the talisman is destroyed your Arcane abilities will be severed making you human... unless you have a Sim in town who has Studied the Elements chapter "Spirit Section" they could potentially fix the connection to your Arcane trait.
Also Add to the UI will be a Spell book.
The Spell book will contain 10 chapters on Magic
Note: The Chapters are non Linear in the sense you don't need to unlock chapter 2 to get to chapter 3
and you can highlight parts of the chapter to learn certain magic. for instance in Chapter 5 you can pull one element or all 5 if you want to.
Chapter I • Arcane Introduction - All Sorcerers start at chapter one, gives the sim and the player and Idea of who they are and what they can do.
Chapter II • Two Sides of the Same Coin - Study of Light and Dark Magic
Chapter III • Potions and Curses
Chapter IV • Enchanting
Chapter V • The Elements - Fire, Water, Earth and Air, and the most illusive of all Spirit.
Chapter VI • Transportation
Chapter VII • Summoning and Conjuring - Summon people too your side, Conjure Objects.
Chapter VIII • Transformation - Glamour "Changing your look... radically... and turning sims into different Creatures.
Chapter IX • Blood Magic - family magic that allows you to get really detailed in your spells, placing blood locks makes it so only a family member, can undo or figure out your spells.
Chapter X • Forbidden Magic - spells that could be crossing the line... No, not the insignificant T-rating line, but the line requires your best judgement, this is Magic that comes with a real price... like Necromancy, Time Travel, stealing the hearts of men and forcing your will over theirs... literally.
Similar to Vampire Strengths and weaknesses.
except no weakness... the only weaknesses a sorcerer has is their Line of Sight, If you blind them or the loose focus on their gaze, they their spell would be disrupted.
The Book of Spells, not only Built into the UI but it's also an Object each Sorcerer has one in their personal inventory.
Spell Books are only one of Four Conduits, or Talismans if you will. These magical objects are designed to store, harness and protect your power as you use them. the Object your sim uses the most, becomes your sim's main conduit. or you can set a permanent choice yourself.
Spell Books - study spells, and take what you want
Wands/Staves - I wanted this magical object to be more respected, in the past, it didn't feel that way... Wands are suppose to be powerful tools to help a magic user achieve spells that they couldn't achieve on their own and help cast spells that drain a lot of their energy.
Precaution: for those who wish to use wands for every spell. If for some reason you wish to stop using the wand, you will notice a drastic difference in your power. because in a way you've abused the wand like a training wheels. so the price of that is that your power will be weaker until you get use to hand magic.
Cauldrons - the Crafting table of Potions and curses, You will need to find the ingredients to make said potions curses that are added to your spell book upon discovery.
Brooms - I don't intend on using this but, if you prefer to fly, you have to buy a broom and enchant it to fly yourself thus making it a personal conduit.
Magic Mirrors - Mirrors enchanted by the Sorcerer and imbued with their power, thus making it enchanted. (Your sim can enchant any mirror base game mirrors too)
Note: It's in the Player's best interest to store their sims Main Conduit Somewhere Safe. when a Hunter figures out, or a Power hungry tyrant wants to destroy/acquire Magic, they eventually identify your talisman, and can be destroyed.
As well as be used by someone and they can absorb your power. and use it against you... so if you are a Human and you want magic, without cheats, the only way to become a Sorcerer, is to study Arcane lore, and Study the Sorcerer learn what is their talisman.
If the talisman is destroyed your Arcane abilities will be severed making you human... unless you have a Sim in town who has Studied the Elements chapter "Spirit Section" they could potentially fix the connection to your Arcane trait.
Like I said Success with Magic relies on 3 things
Energy, Emotions and Time
Using magic will cost your sim's energy, just sleep, nap, rest and drink Energy drinks, will help.
Emotions play big role.
The best Emotions to be in when doing magic should be:
Focused
Energized
Inspired
Confident
happy, fine, are okay
the emotions that are 50/50:
Playful
Flirty
Worst Emotions that grant absolute failure and weakness:
Dazed
Depressed
Tense
Embarrassed
Uncomfortable
Anger Fits Into a weird category... if you use magic while angry you will be at your most powerful, but also you'll be reckless. leaving room for error and failure. and you'll hurt the ones you love... more importantly yourself.
As for time, You will always have to practice magic, just because you reached level 10 in a skill doesn't mean you're permanently powerful... magic is power, a form of energy, although it can't be fully destroyed it can dissipate. so it's in your best interest to keep practicing. this way if you decide to put your sim on a "no magic for a week" you'll notice their power is weaker after a week.
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