The Sims 3: Magic

Before, we had The Sims: Makin' Magic, and The Sims 3: Supernatural. We explored Witches, Werewolves, Fairies, Vampires, and Zombies, and through other expansion packs we explored Mermaids, Ghosts and Genies and the Mysterious town of Moonlight Falls.Where you can create a really juicy story on what magic truly means to you, a way of life or your classy stereotypes. With our old, new, and revamped life states, new and improved spells, and so much more!
==Game FeatruesEdit==
LifeStates
Sorcerer/Sorceress - The new and greatly improved Witch/Wizard life state. This sim is more than a human with a wand, they have magic flowing in every vein, every muscle, and every bone in their body. Sorcery is derived from "sources", and like other life states magic is drive from different sources, mainly through emotion. By default Sorcerers use hand magic, flick of the wrist, nod of the head, or glow in the eye. But that doesn't mean wands are totally useless, Wands can be purchased. Wands focus raw power and make aim more precise. However, Sims mumbling spells when they cast them... I say only when they're reading a spell book or over the cauldron. Not when doing Common Magic. Sorcerers are able to utilize Dark and Pure magic no matter their alignment. 
Werewolves - The ever so popular shapeshifter. We've seen them transform form human to werewolf, but this time is different. Transforming into a full wolf! This action can only be done when the wolf is an Alfa (Highest level)
Vampires — Poor, immortal blood thirsty creatures of the night. Let's allow them to have a tan, who says all Vampires have to look dead? And Let's give them the power to of flight? Perhaps or just levitation and off they go? They had Super speed, the power to hypnotize and frighten, so let's add flight, the freedom to walk out in the sun without worry
Fairies — Fairies, Pixies, also the ones with wands. I could not find anything wrong with the fairies; they are precise, however I’d give them the wand. Both good and dark, remember not all fairies are nature lovers or tricksters, some like dentistry, some like helping those in need of miracles and granting wishes and some like chaos.
Oracle (Psychic) — Immediately can take a look at a sim and know their past and future. They see the world in another way, knowing the world's hidden secrets, using the vibes, palms and auras. They also have the power of telekinesis. (more of a life state than a job as a fortune teller, and slightly differs from sorcery, not all can see the future. they can sense things but can't be certain, Oracles get a vivid visual of the future.)(no correlation with Oracle job branch in the secret agent branch).
Ghosts — add-ins power to possess other sims, human, and animal.
Hobbies
Magic Hunters — There's always that person who knows way to much than they should. maybe they caught a glimpse of the wonders that lie in the supernatural world. Curiosity drives these hunters, always begging the question "Do they truly belong?" 
Dragon Lord — A quite Unique (Popular demand) title. You don't have to be magic or apart of the magical world at all. Say you, and some friends go on an adventure, and stumble upon a a door that leads under the city, the Ancient Catacombs. And you stumbled upon a ancient dragon egg, and for some mystical reason you made it hatch. It is now your responsibility to raise the dragon in your own image. You choose it's powers and customize it's looks!
Traits:
Gifted — give experience boost for a sim to learn hobbies, skills, magic quicker.
Brave — Sim is never afraid of the unknown, they also embrace new life states.
Levels, to make things interesting. A Sim should be come powerful by practicing magic, wolves hunting and sensing becoming a part of a pack, Fairies can work up to becoming granting wishes to those in need, and managing fairy dust.
Magic Hunters — It can be a hobby, or a career. Some believe magic doesn't belong in this world, some want to capture magic and keep it all to themselves, while some just want revenge, and some want nothing at all. This Sim is resourceful, agile and has excellent precision and awesome aim, but most of all this Sim knows how to create a magic bullet and track their prey. The reason I say "Magic Hunter" is because it’s general, they can be Vampire Hunters, Wolf Hunters, Witch Hunters, Fairy Hunters, Ghost Hunter" thing is they all have magic involved.
If a family of Hunters, a Teen can start their journey in their family secret business. Start learning the ropes, Learning the codes of what it means to keep order between magic and mortal, and wielding a weapon, and Grandparents can choose to continue all the way till their death, or choose to retire, yet still give guidance. Children could know of it, if the parents or an older family member chooses to expose them to it.
Levels
1. What's a Trigger? - Teens-Elders all start here before they can even hold a gun, they need to learn the, safeties, codes, and hunting strategies.
2. Clumsy Weapon Keeper - You know everything you need to shoot and hunt? but first you need to know how to maintain and load the weaponry!
3. Graduate Aimer - Your getting better and better Your ready to get going on missions and hunting.
4. Decoder - Magic comes in different languages for example Incantations. Sim needs to learn how to decipher spells in order to stop a Sorcerer or Fairy from casting a spell.
5. Skilled Tracker - Sim learns everything about tracking.
6. Pro Hunter - Your sim can start their own clan and has unlocked the secret to strip a supernatural of it's powers.
Werewolves — Pretty basic, the sim must learn to control their shifting during the full moon, or if your sim was bitten, through the night! By the time they're an Omega, they have pretty much control, they know how to sense, and track, but shifting is a little tough to control. Either a family of werewolves can be a pack; a group of friends (of different creatures) can be a pack, or choose to be alone. There can be more than one Alfa to a pack.
Levels
1. Omega - Subordinate of the Pack, doesn't have complete control (25% in Control), but offers strength. (Children and under, and Werewolves without a pack start here)
2. Beta - Average Werewolves in a pack, beneath the Alfa, they have most control under the full moon. maybe once in a while they're flare up due to stress or if one were to get them really angry. (average werewolf powers 50-75% in control.)
3. Alfa - 100% control (Ability to shift into a full wolf unlocked. Teenagers—Elders are able to become Alfas)
Born werewolves are automatically "Betas" (and toddlers when time comes). But bitten werewolves, become omegas once they've learned the basics
Sorcerers/Enchantresses – Upholders of the laws of magic. They can enchant objects, and choose to use magic for others, or selfish desires. Wands/broomsticks pointy hats optional. signs of magic begins in the toddler life stage. (making toys disappear and reappear and levitating their toys.) They get full control by the end of the child life stage, and begin their journey to become a Master of Magic
Levels
1. No tricks up Sleeves - Sim has no skill, read a spell book, practice magic, enchanting and potion crafting. (Magic for Show & Elemental Magic unlocked)
2. Sidewalk Amateur - Sim now knows what their capabilities are (Wands, Pure and Dark Magic spells, are unlocked).
3. Charmer/Alchemist - Sim needs to learn the fundamentals of potion crafting, charming, alchemy and enchanting. (ability to create a magic mirror, enchant a broomstick and flying carpet, charming amulets and common jewelry and clothes unlocked)
4. Sorcerer’s Apprentice - Sim has mastered almost everything, but there are a few spells some books can't teach you. (Ripping a Heart Unlocked)
5. Master of Magic - Sim has mastered all. (Summons unlocked i.e. Zombie apocalypse, Demons, Angels, Grim Reaper.)
Fairies — Some grant wishes, some perform spells, but most of all they bring joy to Sims… Well the good ones, the Dark Fairies is a whole other story. Babies are born with wings, and get slightly bigger with age. As a right of passage Wands age gifted to Fairies as a Teen.
Levels
1. What’s a wand? - Fairies who can't tell the grip from the tip of their wand. perhaps a few spell will teach them not to hold the wand backwards.
2. Clumsy Wings - it's like learning to walk, it's never easy at first. make sure your wings are dry, not bent, and no holes.
3. Dust Keeper - once you know how to fly and cast spells correctly it's import to know how to manage dust.
4. Wish Granter - perfect you know what it means to be a fairy! now grant some wishes whether good or bad!.
5. Great Fairy - you are a fairy well known weather for great miracles or great evil.
Oracle/Psychic - Gifted sims who can tell the future to another sim, by simply looking at someone. Talents begin to show in Children Life State.
Levels
1. Tarot Shuffler
2. Palm Massager
3. Crystal Gazer
4. I think I'm getting something...
5. I see... all
Dragon Lord
Find the dragon egg in the unlockable Catacombs, raise it, and boom you're a dragon lord! It sounds simple, but never easy. Raise wisely!
Traits: assuming extra slots are to be granted as the game progresses which will allow sims to have more traits in create-a-sim.
Gifted - Gives your sim control no matter their emotion, and talents in weaponry this sim will level up faster.
Proper - Sim is well mannered and behaved.
Brave - doesn't frighten easily.
Level System, More experienced sims can shadow or break other Sims spells. However if a Sim with lower experience has been practicing a certain spells, there is still a chance a sim can break a more experienced Sim's spell, or the inexperienced sim's spells could be stronger than the experienced sim.
Interactions With magic
Magic spells - can be upgraded the more spells are practiced the more stronger, bigger and elaborate they get.
Elemental Magic
Fire Spells
Fire Blasts - form a ball of fire in hand and throw it like you would a baseball, and when the fire hits the target it combusts and engulf it, gradually or quickly depending how large the object is, ex: building, object, Sim, tree/plant/crop.
Triple Fire Blast — three strong fire blasts in a row.
Ignite — with a wave of the hand or a mere flick of the wrist light something on fire! your fire place, fire pit, a candle, a tree, your homework, Another Sim... Anything!
Water Spells
Ice Darts - pierce or make a point with chilling intimidating ice shards
Healing Hands - water is the source of regeneration, heal a burn or a wound, broken bones.
Splash - Drench those in your path with a water funnel
Rain - form a thunder cloud over single sim or over the entire house of a sim.
Freeze - Immobilize in an icy casing.
Black Ice - Watch your step!
Fog — Create a cloud cover over the area become undetectable.
Snowman army — one way to fight off zombies or have a fun snowball fight, spar.
Snowball — perfect and easy to form, fun to throw.
Flood — use the pipes in the house or the near by pond, creek, ocean to flood the area.
Earth Spells
Earthquake — shake fear into the town
Sandstorm — cover the area in a dusty cloud so you can get away!
Boulders — raise rocks from the ground and fling them around, watch the windows!
Quick Sand — sink you enemies, but don't be a jerk!
Mudslide — mud puddles everywhere, it's almost impossible to stand.
Wind Spells
Cyclone — Mini enough to blow away unwanted pests, large enough to do a little damage.
Blast – Keep away enemies.
Blood Magic — Family magic, very powerful to keep out other sims, who are not of bloodline family, from a private room. use on entire house, single room, multiple rooms, vault, crypt.
Light Magic
• Grant a Blessing — allows all good things happen to your sim(s) for 3 days.
• Retrieve Memory — after dark magic clouded their memory.
• Light blast —blows enemy back with a warm blinding blast
• Undo Curse — One way to end a sims curse and transformations
• Cure Sickness — Brings all needs up, except fun.
• Grant Immunity - blocks off all negative moodlets
• Protection Spell – cast a spell to surround the lot, or a small force field around single sim), to prevent all Sims with "evil" intentions. this spell can be casted by any sim life state.
Dark Magic
• Dark Aura Blast — blows enemy back with dark void blast
• Rip Out Heart — Painful, but once it's out you no longer feel anything. Sometimes hearts are more trouble then they're worth. Sim no longer can love, feels sad, fear barely any emotion. they can pretend to however. Once the heart is out you have these options.
-Control - When you hold a heart, you control them, your will is now theirs.
-Keep - hanging onto the heart incase for the future. (Heart goes into personal inventory)
-Give - Give the heart incase the sim wants it back in their chest later.
-Show - a live anatomy lesson!
-Put Back - taker shoves heart back in chest... also painful but relief once the hand is out.
-Threaten - the holder of the heart can warn the sim if they ever try to do harm to them or anyone he/she will crush.
-Crush – Crushing the heart into a fine powder, Immediately kills the victim.
• Necromancy — A rare moment that happens once a year in sim time. When the planets are aligned, the most powerful Practitioner(s) of magic are able to raise the dead, and take over the town... If so desired. Not an easy spell. Zombies won't spawn at all in game until spell is performed.
• Wipe Memory - make sim forget what you just told them.
• Hunger Curse — no matter how much your sim eats they can never reach full.
• Bladder Curse — makes sims bladder needs deteriorate rapidly and constantly
• Plague (hygiene curse) — always dirty and unappealing
Magic For Show (level one Sorcerers and Fairies can do)
Hat Tricks - Bunny/Bunnies, never ending handkerchief rope, portal jump.
Live doves- make live doves appear
Lazer – play with the cat or put on a laser light show.
Shimmer – Creates light specks to dance around the area.
Glow – Body glows with multi auras
Fireworks
Spin straw into gold - wow the crowd with your hidden ability on the spinning wheel! Careful, instead of stealing the gold, they'll steal you!
Preservation – preserve your love before Grim gets 'em. the spell will allow you time to freeze your sims untimely death and find a cure.
Levitate – Make yourself, or others, rise and dazzle the crowd.
Light show – Control the northern lights make them dance to your will.
Vanish – In a puff of smoke, and reappear somewhere else home, friends house, favorite/secret spot in town, take someone with you (when your sim chooses their favorite color that will become the color of their smoke.)
Begone! - with a wave of your hand and poof! The sim you want off your property or banished from the room will return back to their house. Even the thief whose come to rob your house. (similar to how the Grim Reaper and ghosts disappear almost.)
Casual Spells
Upgrade household appliances/furniture with magic Unbreaking
Clean with magic
Practice Magic
Practice Fire magic - sim forms fire ball in hand then practices, throwing it, precision and aim, making shapes, defense.
Practice Water Magic - making water dance, forming ice crystals, making it snow, practice throwing ice darts, and making sculptures, an also defense.
Practice Wind Magic - make clouds, mini tornados, practice making 100mph winds.
Practice Earth Magic - levitate boulders, reshape rocks, and practice your sand storms.
Practice Electricity magic - Practice shooting bolts of lighting, aim way from objects unless you want to destroy things, by all means aim at other sims and buildings.
Practice magic for show - Sim practices all different spells
Transformation Spells (all spells are successful and accessed by potion, and for a tease can be broken either by time limit, true loves kiss or if it was a curse or blessing the sim can chose to stay that way.)
Animals (Actual animals, not sims in animal costumes):
Cat - each time is a different breed
Dog -each time different breed
Frog
Pig
Llama - Legit just rewatched the Emperors New Groove and though for some reason the Sims is obsessed with llamas, why not!
Bug - each time different variation of bug, Butterfly, bee, spider, cricket, ladybug, gnat, dragonfly, common ant, at random.
Cow - different color varieties of cow, brown, pink, black.
Mouse/Guinea pig
Horse - different colors, unicorn rare.
Fish out of – just a bass flopping around on the ground.
Inanimate objects:
Pumpkin
Ficus
Book
Mirror (trap sim in mirror becomes a magic mirror)
Statue (Stone)
Statue (Ice)
Statue (gold)
Lamp Post
Animal and object spells last maybe 3-5 days depending on what level Fairy, or Sorcerer cast it.
sim can be controlled while in animal form.
Mimic — a spell allows you to shape shift your look for 24 (sim) hours, while casting it, a window will pop up for you to choose who you want to look like. similar to a friends list.
Disperse/Stop — stops and clears all the magic casted in the past day.
Potions/Curses & Charms: (to make, buy, or find) potions differ from ones from the ones you buy with your aspiration points.
Ancient Potion — Increases Sims age from Teen - Young Adult - Adult – Senior (Also undoes Youth potion.)
Youth Potion — Decreases from seniors – Adult – Young Adult – Teen. (Undoes Old age potion.)
Weight Gain Potion — +100 pounds, undoes weight loss potion.
Weight Loss Potion — - 50 pounds, undoes weight gain potion.
Immortal Potion — Water that pauses stops Sims aging, and puts a protection spell on them so they can't be killed. Procured from the Fountain of Youth.
Death Potion — Kills Sim, or undoes immortal potion.
Hair Potion — Turns a sim into big foot.
Laugh Potion — Lifts sim from depression, sadness, or raises happiness to the extreme. (does not override death by hysteria)
Memory Potion — Remember? or forget?
Health Elixir — Sim becomes elated.
Beauty Potion — Makes Sim Confident
Lucky Charm — Attracts §1,000 - §10,000! (at random for 3 days)
Revival potion — removes all negative moodlets, fills all needs.
Items:
Poison Apple (Apple as red as Blood) – puts sim into a deep sleep, once woken the sim will have enough energy for days. (Sim can be woken by true loves kiss. Make sim be in love or in good relations with a friend/family). Grow an Apple Tree, pick it and then purchase/brew a sleeping potion marinate the Apple in the Sleeping potion. Advances cooking skill, gardening, skill, and magic.
Enchanted Broomstick — use it for flight, or clean around the house (It's enchantable to do it by itself). For Flight allow sims to go way way up into the skies, and just fly around have some fun
Magic Carpet - fly on it, or just a stylish rug for your floors. (All rugs become enchantable)
Crystal ball — See the future and spy on others in different neighborhoods, or towns, even Skype/facetime, or just speak with others!
Wolfsbane – The infamous plant that weakens or can even kill a werewolf, or possibly strengthens for a talisman for a werewolf. Can be planted and grown. (gardening, or found in forest)
Magic Mirror — work on charisma, ask questions, spy on others, give a speech and get feedback! watch HD TV without Cable and great picture!
You can make your own magic mirror, all you need is a looking glass, and then enchant it, you can even trap another sim in your mirror. Some looking Glasses work as portals different way of traveling.
Pixie Dust - Want to Fly? A sim is able to fly with pixie dust, all you need is faith, and trust and… a little push out the window from a Fairy and off you go.
Bookcase of Magic – Contains spell books (dark and pure some with a little mix of both) and history on everything magic.
Spinning wheel - spin straw into gold, or jab your finger and fall into a sleeping curse.
Alchemy Sets – Before there was a general alchemy set this time how about different styles? Evil inspired, Good inspired, and just Neutral.
Black Cauldron – Boiling with green goo, and simmering dark aura. The cauldron is placed front and center spell book set off to the left and to the right a table of vials and ingredients for potions and candles set around to illuminate the area. Larger than before.
Bronze/Gold Cauldron – filled with steaming water and light particles shimmering. Same set-up book of spells to the left and to the right a table with vials and ingredients out.
Platinum silver - Neutral a little bit of both alignment influences.
(in addition to the items in Makin' Magic and Supernatural)
Practice equipment - tree targets, sparring dummies, etc.
Protection Spell - Why buy a security system, when you can create a protection spell from all who plan to do you and your family harm. The protection spell is a barrier that encircles the entire Sims property a sim who is either a nemesis or enemies cannot cross the property line. To make things interesting a Sorcerer's apprentice and up, or any powerful entity can break the barrier.
==New NpcsEdit==
*Evil queen
*Dracula
===New objectEdit===
*none
===New neighborhoodsEdit===
*Downtown
===New currencyEdit===
*none
==PhotosEdit==
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Category:Monster high