"mika;c-17216472" wrote:
It would be awesome if they could transform into animals or objects but that may be too good to be true.
I saw one spell mentioned which would allow a sim to be transformed into an object or maybe a fish, but the guru said in that case that sims couldn't use it to become an animal. Maybe there is a separate spell for conversing with pets or something that would allow a sim to transform into a cat or a dog for a short time. Personally, I would really like a spell that allowed a sim to become an animal if he/she wanted, provided it came with some nice animations and gameplay effects. If we don't get it, though, I could also live with that because so far I have liked everything that seems to be coming. I like the idea of using magic to set things on fire, to make sims fall in love with you or with other sims, to summon food and to fight; these could be especially good if difficult to do well, if there were interesting and random effects from failing, and if each spell had its own progress bar or skill level.
Transforming objects from one thing to another might also be nice (and very lucrative) -- we could do this in past games. Freezing sims (literally or in time) could be amusing, as could controlling them be or reading their minds, curing them or making them sick, causing them to feel certain emotions and removing certain moodlets or buffs. I like the idea of using magic to interact with plants (to cause them to bloom or fruit out of season, to increase in quality, to grow faster, to cure them and revive them when dead); I hope that everything you do doesn't cost too much energy, though, especially with magically experienced sims. It would be nice if a magical sim who has mastered certain spells could regularly use telekinesis to get objects (ie summoning a book from a bookshelf or a dish from the fridge), cooking without using their hands, picking up toys and otherwise cleaning via a spell, repairing stuff via a spell etc. The magical energy decay rate from these simple actions (or similar ones) shouldn't be too much, I hope. However, I don't mind if a duel or a potion brewing costs a lot of energy, because that makes sense.
Mainly I would like magic to feel and be consequential, to have life and death implications and to be part of a well-thought out system. In TS3's World Adventures, I enjoyed the quest and the amazing animation for lifting the mummy's curse for instance, because it looked good, it took effort, it had a great reward (a rare stone you could get nowhere else and your sim's life being saved), it integrated well with the world of Al-simhara, and it had gorgeous animations (the tomb layout was very nice too). This made me constantly try to get my sims deliberately cursed so that I could play through that quest multiple times in different saves. I hope R of M's spells are similar in aesthetics, feeling and gameplay (replay value).