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EgonVM
3 years agoSeasoned Ace
For me, they have so much potential. So much cross-pack compatibility could be there. They could be really powerful. But...
I'll take a look at the previous games. The Sims Makin' Magic and The Sims 2 Apartment Life had a lot of unique spells. Some spells even gained some functions when you had DLC (You can cause rain or make the sun shine and butterflies appear with Seasons). I'll share some interesting spells from the previous games.
The Sims 2 evil spells really were evil. Erasing memories, breaking up marriages...
But the first two games had one requirement: spells require ingredients. In The Sims 2, you could just make it in cauldrons, but in The Sims 1, you really had to go out of your way to find them.
The Sims 3 just had magical energy that went down. When it was in half, spells began to backfire. Witches can't cast spells without any of that energy.
Yet, none of the games also doesn't force your sim to cast spells. Witches were the most noticeable in The Sims 2 (special idle animations, using brooms). In fact, in The Sims 1, if your sim casts a spell in front of non-magical sims, they'll get fined. I get a feeling that The Sims 4 is trying to re-create that secret magic theme, just without strict consequences.
But my ideas for spellcaster improvements are like so:
Anyway, that's what I have to share on this matter.
I'll take a look at the previous games. The Sims Makin' Magic and The Sims 2 Apartment Life had a lot of unique spells. Some spells even gained some functions when you had DLC (You can cause rain or make the sun shine and butterflies appear with Seasons). I'll share some interesting spells from the previous games.
- Turning sims into toads (which could end badly in The Sims 1 if you had a dragon)
- Make an object to temporarily come alive (well, The Sims 4 has too much gnome statues to make a gnome NPC)
- Banishing someone (either make them disappear or create a hole under them to fall into)
- Turning a pet into a sim
- Using a spell to temporarily look like a monster
- Making a clone that goes to work/school for you!
- Imaginary friends
- Easier magician tricks
- Spells that make socializing easier or harder
- Summoning a sim (I'd like to see a relationship drop when summoned at the wrong time)
- A spells that removes other spells
- Makes a sim act weird to other sims (act like a chicken for example)
- Summon bees to attack sims
- Resurrecting dead sims as a zombie
- Freezing time (it even has its own section in game tips!)
- Haunting curse (which kills the caster if it backfires)
- Pestilence Curse
- Ability to turn an object into something else
- Rain that makes non-witches dance uncontrollably
The Sims 2 evil spells really were evil. Erasing memories, breaking up marriages...
But the first two games had one requirement: spells require ingredients. In The Sims 2, you could just make it in cauldrons, but in The Sims 1, you really had to go out of your way to find them.
The Sims 3 just had magical energy that went down. When it was in half, spells began to backfire. Witches can't cast spells without any of that energy.
Yet, none of the games also doesn't force your sim to cast spells. Witches were the most noticeable in The Sims 2 (special idle animations, using brooms). In fact, in The Sims 1, if your sim casts a spell in front of non-magical sims, they'll get fined. I get a feeling that The Sims 4 is trying to re-create that secret magic theme, just without strict consequences.
But my ideas for spellcaster improvements are like so:
- I agree, more magical outfits. Like that classical witch outfit. The one in Spooky Stuff is more of a Halloween costume after all!
- More consequences when sims witness your spellcaster casting spells. A relationship decrease when casting harmful spells, a relationship increase when casting beneficial spells. Reputation changes. Special spellcaster traits for those who cast a lot in public. For example (in spoilers):Spoiler
- Magician - Cast a lot of performative spells in front of sims. Sims expect your spellcaster to entertain them.
- Evil Spellcaster - Cast a lot of harmful spells and your sim finds less company around them. In addition, some sims may even run away from them or stronger and braver sims may even challenge them to a fight.
- Good Spellcaster - Cast a lot of beneficial spells and your sim has easier time building relationships. Some sims will go out of their way to find them to get help.
- Medium-like Spellcaster - Summon a lot of ghosts and your sim will get more mourners talking to them.
- Wise Spellcaster - Help sims and give a lot of advice and sims will ask a lot of advice from them, thus learning skills faster.
- Magician - Cast a lot of performative spells in front of sims. Sims expect your spellcaster to entertain them.
- More interactions with other occults and to help them or stop them.
- More spells and potions, list under the spoilers:Spoiler
- Spells to change the weather.
- Potions to turn and cure (vampires, werewolves etc).
- Potion that temporarily gives any sim Lunar Epiphany so they can learn werewolf secrets from books
- Spells to control werewolf fury.
- Spell to disable vampire powers.
- Spells to disable mermaids' abilities (separate for good and bad abilities)
- Spell to make sims terrified
- Spells to affect the eco footprint
- Spells related to Cottage Living animals (send a bunny to fight sims)
- Spells to cause and cure illnesses
etc.
- Spells to change the weather.
Anyway, that's what I have to share on this matter.
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