Forum Discussion
LiELF
8 years agoSeasoned Ace
"MasonGamer;15588605" wrote:"tmcevoy1121;15587858" wrote:"MasonGamer;15585581" wrote:
No, hereWitchesSorcerers 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 have to agree here. I think Sorceress (I'm female lol) would be more of a addition than a witch. Sorceress are, in my book, more powerful than a witch.
Thank You! and just the title itself "Sorcerer" "Sorceress" to me it sounds much more elegant grand. then I hear "witch" or "wizard" it doesn't give me goosebumps the way Sorcerer does."LiELF;15588039" wrote:
I love everyone's ideas!
I feel that they should drop the theme of "witches" and expand it to something more general like "spellcaster" or "magic user". Then we could have a variety of Casters that we could make. Perhaps the type of Magic User would determine the power path. We could choose to play witches, wizards, voodoo priests, sorcerers, hedge mages, necromancers, alchemists, etc. Why not have it all? They could have certain default powers be exclusive to each category, and then have a selection of spells that we could buy (like the vampire pack) to customize our Casters. Sims should be able to become a Castor through studies, enchantment, or apprenticeship, as well as be created in CAS.
I also feel that some of the powers should include raising the dead, for both bringing sims back to life and also creating zombies. I'd personally love a mummification ritual too, so we could have mummies back, and perhaps a way to create golems and creatures like Frankenstein's Monster (which would have been great with careers in Get To Work, but wasn't included.)
Potions are a must, and I'd like to have elixirs that transform sims as well, not just into frogs and such, but also in a Jekyll and Hyde way, maybe giving them a dark form similar to a vampire, that maybe tweaks their behavior somehow. Various potions should also be able to cure vampires and be learned without vampire lore, and perhaps give some skill boosts and freeze need decay for a time, among other things.
I'd like to see various tools for different Casters too, like wands and cauldrons, staffs and scepters, bones, tarot, candles, tomes, etc., and also a way to purchase the ability to cast using just their hands.
I'd like to see wards that work like lot traits that prevent supernaturals from entering homes, brooms that can be enchanted to clean, and spells that conjure meals and repair things.
Honestly, there is so much infinite potential when magic is involved that I feel it's too big for just a game pack. But maybe we could have an expansion that is like two game packs put together, and we could have the other supernaturals that I mentioned, plus a cool new full map with bayous, castles, and weird places, and a bunch of new build/buy stuff. It could be an expansion in which magic in general is the main theme. (Kind of like Makin Magic)
P.S. Familiars! Both animal and undead (zombies) and new travel powers on brooms, teleport, and elements.
ALL OF THE MAGIC! <3
this is the only part I disagree with to the 10000000000000th percentile.
hand magic should be default way to cast magic, the player must buy, collect magical objects to cast magic otherwise.
Magic Hands must die with the sims 3, or Be a default ability I'm NOT Cheating reward points for such a ability again.
I'm fine with that, too. In fact, it might be cool if hands were the default, but if your caster used an implement, it would give some kind of bonus, like increase the spell power or duration, or cost less magical energy. Magical tool could even be one of the things to spend points on in order to get the benefits.
I'd like it either way. I'm not that picky with Magic Users. :)
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