What comes to mind when you hear "Realm of Magic?"
While I await Island Living I've started to think about the upcoming GP on Realm of Magic.
I think there will be at least witches included. Do you think elements of Makin Magic will be involved? Or do you picture more so Hogwarts? I'm hoping there's a new world and that it will have at least 6-10 lots.
"LiELF;c-17116627" wrote: I think it's not called "Witches" because it's more than just Witches. I do think they're included, but we will be able to make a variety of Spellcasters, or just freeform create what we want. I think the CAS will have new wizardly beards and robes, Voodoo style, Druidic and Shamanistic, etc. as well as maybe a couple of "witchy" styles. I think the magic will be more expansive and we'll be able to choose the types of magic that they cast. So I'm thinking it might be similar to Vampires in selections and how it plays.
As for the world...I'm really not sure what to expect. There will probably be a small, mystical map with a few strange lots. I'm hoping that this world will have magical things going on in the environment at all times, like it's alive with magic. It would be fun if it had "portals" set up like in Jungle Adventures, but when your Sim walks into them, they end up somewhere across the map to a new strange place.
this would be great I would like two aspirations and if there's dragons three
quest aspiration go on a fairy tale quest complete with riddles and magic maybe an npc to rescue with a kiss of true love reward trait can brake any spell with a kiss
master of magic be the best there is with all things magic reward trait spells always work
dragon trainer aspirations reward trait dragons always obey you
also I would like a new career fairygod mother grant sims wishes make there dreams come true @LiELF
Magic town from The Sims 1 (link to The Sims Wiki's Magic Town). I don't know why, but that's the first thing that came to my mind. https://vignette.wikia.nocookie.net/sims/images/9/9c/Magictown.jpg/revision/latest?cb=20130710021127 One of Magic Town's musics is now stuck in my head...
When I heard "Realm of Magic." I was a little scared, because This is a pack that I've been waiting for since launch, and I don't want to be disappointed However now with What I just saw Recently in, The Sims 4™ Island Living: Official Gameplay trailer and I paid very close attention to the elementals... All I can say I will be very very Pleased with how magic is going to be handled. Especially Fire Magic. I don't think Making Magic will be involved, at least I hope not Heavily.
It made me hopeful, that they remembered and continued to listen. Not everyone follows the same Lore when it comes to Magic. Not everyone will be playing witches the same way, heck, Not everyone wants to play with witches, me included. When I initially create my character I wanted him to be a Sorcerer. Which in my lore of Magic users. is far more superior at magic than a witch. So if this Pack was just witches, they would have titled it "The Sims 4: Witches" Game Pack.
In terms of Create a Sim, I can sense we will have a way to customize our "Witch" the way we want, and I put the Life State "Witch" in quotations because the "Witch" will be the Generic Life State Name. Those of us who are familiar with Cats and Dogs EP, we have a wide list of Breeds of Cats, and various Dog breeds as well. I'm confident they did this for "Witches." And if the Description of the life state does not match what My or your belief the Lore should be then we can just change the name of the "Breed" to what we want. So if I feel the "Witch" is actually a "Sorcerer" then I can make it so. we are no longer bound to another persons definition of what a "Witch" is anymore.
And perhaps choosing a certain type will give us a bonus trait, on top of our Sim's personality traits, that will boost their Powers in game.
Possible Breeds of (Human) Magic Users:
Witch - Witches are well versed in Dark Magic, and are seemingly bound by the Laws of Nature, they also excel at making loopholes. Wizard - Wizards are well versed in Light Magic, and are seemingly bound by the Laws of Nature, they Excel in Designing New Spells. Druid - Druids uphold the ancient ways of doing magic. They can command nature and the elements very well. Enchanter - Enchanters are Skilled In enchanting items, and People, they are also skilled in crafting potions, curses, transformations Summoner - Summoners is well versed in Conjuring and Summoning. They can Call upon objects, People, Spirits, and Pets, to their side. Prophet - Prophets, are well versed in divination, and omnipresence, they can see the past, present, and future of someone who wasn't even born yet very very clearly. Sorcerer - Sorcerers are capable at mastering all Magic: Light Magic, Dark Magic, Potions, Curses, the Elements, Transformations, Enchantments, Summoning, Prophecies. They are bound by nothing.
I just wonder about Gameplay Mode now...
Hoping it's a Spell Book interface. Vampires Strengths and Weaknesses + Celebrity Perks. In terms of Unlocking Spells. We would cast basic magic to earn Magic Points (MP) And Use MP to unlock Spells and Perks. Should we choose to, we have a lot of Chapters to chose from:
Chapter I • Introduction to Arcane Mysteries and Liturgy Magic - A Force of Nature that allows Change and Conformity enacted by a Will. In this book you will find a wide range of Spells, Recipes, Enchantments to help you get started.
Chapter II • Two Sides of the Same Coin Light Magic: - Lux flare - Conjure a ball of Light and heave/Launch it at target - Smite - Launch surges of electricity from the palms of your hands. - Protective Rays - Build a protective barrier of Light to protect yourself. - Diamond - send out a flash of light stunning everyone in view. - Nova - creating a core of energy, Release bursts of radiation pushing back the darkness.
Dark magic: - Dark Aura Blast - conjure a ball of darkness and blasts that dark energy at desired target. - Petrify - Immobilize victim with only enough room to breath, blink, and listen. - Cloak of Shadows - Shroud self the Darkness and to protect yourself. - Oblivion - Send a wave of darkness knocking out opponent. - Ominous Dark Clouds - Conjure a heavy thunderhead cloud to ravage the area plunging everything into Darkness, snuffing out the light.
Chapter III • Alchemy: Potions & Curses To craft potions, and Curses you'll need a Stove, or a cauldron if you’re old fashioned. *Again you can also get creative, and apply these Potions and Curses to Meals, Drinks, Fruits, Vegetables, you can also throw these’s at other sims, or consume it directly, so it doesn't necessarily have to be a Poisoned Apple that takes Snow White Down. It could be a Pumpkin Spice Latte that does it this time. Also we need Potions & Curses that do more than just change appearances, and fix needs, but also afflict emotions, and really do have an impact on Sims lives. I also tried to come up with ingredients that made sense and a little less flexible than the Sims 3: Supernatural was with Alchemy.
Potions: Potion of Health {Appears Red} - Effects: Restores Heals sims of Burns, Frost, Shock, Illnesses, prolongs life by a few years. - Ingredients: x3 Apples , x1 Lemon, x3 Sage Potion of Magic {Appears Blue} - Effects: Restores 50% Energy. Overrides a Focused Mood for 3 Hours allows humans and other non-sorcerers spell casting for 1 hour. - Ingredients: x3 Grapes, x1 Rose, x1 Finely Crushed Diamond Powder Potion of Lost Memories {Appears Green} - Effect: Return Memories taken by other means. (Curses, Aliens, Vampires, Werewolves etc) - Side effects: Vary between a Minor-Severe Headache for a 24 hours - Ingredients: x1 Blueberry, x2 Orchids, x1 Potion of Fertility {Appears Pink} - Effects: Will be pregnant with Children by morning, Flirty Boost for 12 Hours - Side effects: Post Soreness - Ingredients: x1 Strawberry, x1 Carrot Potion of Strength {appears orange} - Effects - energizes sim giving them a temporary fitness boost to win fights. Lasts 5 hours - Side effects: temporary weakness once it wears off. - Ingredients: Sweat of Athlete (Sim of lvl 7 Fitness), Spinach, and Elixir of Prophecy - Effects: Grants drinker absolute power. for 24 hours. without exhausting themselves. - Side effects: - Ingredients: Elixir of Enlightenment {Appears Purple} - Effects: Immediately Boosts All Skill Levels, and Inspiration. For 48 hours. - Side effects: Severe Post-Headache - Ingredients: sage, Elixir of Invincibility {Appears Gold} - Effects: Nothing can harm you, no vampire, no werewolf, no spell, no illness, Mother Nature herself is powerless against you. Lasts 72 Hours. - Side effects: - Ingredients: x1 Apple,
Curses: Vial of Infertility - Effects: Ruins the chances of conceiving a child. - Side effects: Belly Pain - Ingredients: 3 Orchids, A Pear, Tears of a Toddler Vial of Ravage Starvation - Effects: Drains Hunger, and Energy, Rapid Weight Loss, Weakness and finally Death. - Ingredients: x1 Mint, Lettuce, Sweat of Athlete Curse of Pride - Inflates a persons ego ten fold. putting selfish desires, urges and welfare above everything and everyone else. - Effects: - Ingredients: Curse of Gluttony - Inflicts an insatiable hunger upon victim for Three Days. - Side effects: Rapid Weight Gain; Slowness; post-stomachache - Ingredients: x7 Grapes, x3 Hamburgers, x1 Roast Chicken, x1 Whole Cheesecake Curse of Lust - Locks sim in a “Very Flirty" mood for Three days without fail. - Side effects: Could end up, Single, Divorced, or a new relationship, Married, with kids… and post soreness… - Ingredients: x1 Cherry, x3 Roses, x7 Strawberries, x1 Banana Isolation Curse - Effects: Traps Sim within an object. {Requires Entrapping Enchantment… See Enchantments} - Side effects: Eternal Sadness & Boredom - Ingredients: An empty vessel, {Requires Entrapping Enchantment… See Enchantments} Sleeping Curse {Dark Blue} - Effects: Puts sim in a deep sleep. {On their back as if “dead” NOT with their rear end up in the air} (Even if you travel/switch households, victim will remain asleep). - Side effects: If broken, Nightmares & Insomnia. - Ingredients: x1 Jar of Honey, x3 Amanita Muscaria, x1 Daisy Flask of Avarice - Effects: Inflicts victim with obsessive, possessive behavior, and will Steal, Lie, Cheat, whatever it takes to get what they want. - Side effects: - Ingredients: x1 Gold Ingot, x2 Flask of Envy {Appears Dark Green} - Effects: Like the Avarice Curse, the difference is, they will do anything it takes to get what doesn’t belong to them. - Side effects: - Ingredients: Flask of Wrath {Dark Red Color} - Effects: Inflicts the victim to unleash an irrational, uncontrollable, fury. - Side effects: Wicked (Respectable) Savagery with no apology. - Ingredients:
Chapter IV - Elemental Spells (I’d think Avatar the Last Airbender for this section) Fire Spells: Fire Ball - Conjure a ball of fire in hand, can be thrown burst with fission once it hits it’s target. Ignite - Light candles, fireplace, fire pits, Sims, objects almost anything flammable Fire Ring - Turn up the heat, creating a Ring of fire around the Caster Fire Breath - Studied by Ancient Dragons, breath fire with the ferocity of a dragon.
Water Spells: Splash - Spin a vortex of water barraging them Ice Wall - building a Wall of solid Ice Deep Freeze - with a wave of your hand Turn a sim into an Ice Sculpture.
Earthen Spells: Quake - With a heavy stomp on the ground create sizable earthquakes, send sim's trembling. Mudslide - Create large pits of mud. Petrify - Turn victim to a perfect statue made of Stone Meteor - Call upon the heavens to rain down rocks of fury.
Air Spells: Levitation - Control the air currents to float in the air. (Click ground to display "Go Here/glide here/Descend") Dust Storm - create a cloud of sand Wind Storm - Send a rush of air blowing back opponent. Tornado - Spin a Vortex launching anyone and anything that gets caught in it’s wake
Chapter V • Teleportation - Cloud of Smoke - (Color Customizable) Make a grand entrance or Disappear in style by poofing in or out of any room. {Dark Red} {Emerald Green} {Navy Blue} {Golden-Yellow} {Charcoal} - Materialize - Dissolve into the Sand and Wind, and reform anywhere else. - Vanish - Simply fade out of sight.
Chapter VI • Summoning and Conjuring Summon people, pets, objects those known to them. Ghosts and other worldly beings to your side. Grim Reaper - to Bargain with perhaps.
Chapter VII • Transformations {Via Hand/Wand Magic/Cauldron} Glamour Spell - Possess the power to temporarily/Perminantly change your own or someone else's, looks {Outfits/Body/facial reconstruction… Till Midnight? Animal Morphing - Turn self or others into a (controllable) Cat, Dog, Mouse, Goat, Pig, Cow, Frog, Fish. Occult Swap - Vampires, can turn Humans into Vampires, Werewolves can turn Humans into Werewolves, Spellcasters can turn Humans into anything! (Respective Packs required for those Occult and Animal transformations)
Chapter VIII • Enchantments Animation - Give Statures, living qualities, Like gnomes, Knights, BroomStick Efficiency - reduces Cooking, Crafting, Writing, Gardening time to get those types of jobs done. Levitation - Grant objects the ability to hover, fly. Golden Touch - Sounds like a good idea Protection - A spell to build a barrier, no one can break through. perfect for keeping people, and objects safe. Entrapping - Making an object an excellent prison for someone. Loyal Servant - Live to serve, serve to live, till the very end. Unbreaking - to appliances & fixtures to never break, enchantment can be placed on spells so they may never break. for example a sleeping curse.
Chapter IX • {Working on this Chapter} Thinking between Mythical Artifacts and another form of magic that isn’t really my taste.
Chapter X • Forbidden Magic In game I was hoping for kind of like we go out into the worlds and find collectables, Ingredients we go out and find the “Hidden Pages" that we can add to the spell book unlocking the last Chapter, “Forbidden Magic." These Pages were written by the most powerful Sorcerers of Medieval Times, but then they hid them, because this magic was too dangerous. Do you dare put the pieces back together?
Extraction of Hearts - Carefully, Phase your hand into the chest cavity of victim, grabbing hold of the Heart, Finally pluck the heart, like an apple. Once the Heart is removed, the Victim's personality will start to shift. Slowly not being able to feel, only knowing what they are, Heartless. Congratulations! you now have a puppet to control, as long as you possess their heart. Careful not to squeeze the Heart too hard! Or go ahead see what happens to your puppet. (makes voodoo look like child's play)
Resurrection - I have a few ideas on this. Where you have to steal the Grim Reaper's Scythe and use it to create a rift between life and death. the other option was, building a pentagram, and performing a ritual.
Time Travel - (not sure how this one would work)
Magic Users should still have all 6 Needs, Hunger, Hygiene, Bladder, Fun, I'm against the Magic Meter, always haven always will be. Magic Should feed off of the Sim's Energy, Magic Users Should have Double the amount of Energy compared to a Human Sim, So it should decay a lot slower. Like if a Sorcerer did no magic all day, but did other "Normal" Sim stuff, their Energy gauge should be merely at 50%-75% full.
Magic Should function off of Emotions: Not in terms of Angry = Strong Fire Spells or Sad = Strong Water Spells. Focused, Inspired, Confident, Should be the emotional States that grant success and Stronger powers. Sad, Tense, Uncomfortable, Should be the emotional States that Cause spells to fail and powers to be Weak. Playful, Flirty, Dazed, Embarrassed, Bored: These should be the emotional States that could Go either way 50/50 for Success and Failure. and No Strength/Weak bonus Anger on it's own Should Promote strong magic across the board, With a caveat, Beware of a lot of things going wrong, if your sim is casting spells out of anger, especially around loved ones. Your magic can be fatal.
I really hope they made Magic Duals, Sparing, a lot better too. I got sick of how sims stood in a single spot and threw spells back and forth. I hope Sims can Multitask when Doing magic. Like in Seasons I recall, Snowball fights, Sims can move around and you can have Multiple sims in a Snow ball fight, and then StrangerVille's Boss battle. What I really hope for is that We can also stage our own Fights too.
I have so many Fights in mind!
If there is a world that comes with this pack, and it's Simply Called "The Realm of Magic" I actually won't be mad. I Pictured this world to be Sims Medieval theme to it, that would be my choice at least. I pictured a Small Kingdom, a Castle town. Where my Sorcerer's Chateau resides on top of a Hill it's a Massive Lot, Maybe 64x64, or bigger. and then it's a Village surrounding the Castle. I Picture Inns, Taverns, Restaurants, Shops. Not so much Magic Shops, but clothiers, Blacksmiths, Woodworkers. At least that's how I would do it because my Sorcerer is the Main supplier of magic. He's the one everyone flocks to when they're in need of magic, or seeking the advice of a Divine being. his castle is a Library, and Museum, of magical artifacts, he has acquired over the centuries... It's not really a School of Magic, My sorcerer, Kaegan Castor is the Royal Arch Mage of the Mages Council in King Henry's Court he advises his friend, the King, on How to deal with magic and magical creatures ethically, and upholds enforces those Magical Laws in King Henry's realm. Making Sure he is a fair and just King. He's not really a Teacher. He doesn't take apprentices, or anything... with the exception of his Family. His daughter and Grandkids are all he's going to teach.
I guess that's the core of things that I recalled to mind.
I really hope they don’t make Witches all “dark magic”. I instead hope they either have Light witches as well or allow all witches/magic-users to have a variety of spells. I hope witches aren’t restricted, either. :confused:
If witches are weaker or more restricted than other magic users, then I’m not interested in the pack.
"Realm of Magic" makes me believe that there is going to be a world in it, and that everything included surrounds that world. It also opens up the possibility that they are not only including witcheswizards/warlocks but other types of magic sims like Voodooers (don't know how they are called). Or even more then one occult. Maybe witches and fairies.
Honestly, when I heard the name, I took the meaning as a place instead of abilities. That was my first thought. A place. I know it probably doesn't mean a place but types of Sims who can do particular things, but now that I think of the limited worlds expanding on the rest of the game in the past two packs, or even last three packs, I'm starting to think it's an actual place (where things are limited to that world as like the last three packs) and not so much abilities that can be used or expand elsewhere in the game.
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