Prima Games eGuides The Sims 3 Supernatural eGuide

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The Sims 3 Supernatural eGuide Essentials Meet the Supernaturals

Witches

Witches

Witches are masters of arcane, powerful magics. With magic wands, they bend the natural world to their will, engaging in conjuring and spellcasting that will amaze all fortunate enough to witness such displays of mystical prowess. Though all Sims can develop the Alchemy skill and truly harness its magnificent possibilities, witches are best suited to get the most out of such an intense skill.

But Alchemy is not the only trade of a witch. In fact, if a witch wants to indeed draw upon their true magical might, they require use of a special wand. These wands, which are key to developing a hidden skill, allow them to focus their talents and cast charms, spells, curses, and more.

Create a Sim

Unlike fairies or werewolves, witches do not have special Create a Sim options for customizing their physical essences beyond the normal selection. However, there are several pointers to keep in mind when assembling a potential witch’s personality, as they can affect the developmental patterns or potential success in the realm of spells.

One of the key activities for witches is engaging in Spellcasting Duels. While you can always use an interaction to start a duel, some traits encourage autonomous duels: Bookworm, Charismatic, Friendly, and Genius. Conversely, the Couch Potato, Coward, Loner, Loser, or Snob traits discourage auto-duels to the point they never happen without your say-so. If you like total control over a Sim and never want to risk activity that might result in harm or poor mood, setting up a witch who will never whip out a wand without direction, investigate these traits.

Possessing the Evil trait allows witches to use the Conjure Poison Apple interaction (which we’ll explore soon). Good and Evil traits also affect what wishes your Sims get, and what types of spells they will cast autonomously.

Witch-inspired Clothing

As always, any Sim can dress in any Create a Sim outfit. However, a number of outfits and accessories seem tailor-made for witches, such as pointy hats and glam gowns that would be absolutely perfect for today’s discerning witch. Check out these duds when you’re assigning your new witch a wardrobe!

Benefits and Behaviors

Witches have a multitude of perks and special behaviors exclusive to their supernatural type, such as the innate ability to wield a magic wand as well as ride brooms. Being a witch is almost like having a special hidden trait, because witches have certain developmental skills that are affected just by being a witch. Witches, for example, benefit from the increased chance of brewing multiple elixirs with a single Alchemy interaction.

Ride in Style!

Witches prefer to use Magic Brooms instead of bicycle, taxis, and family trucksters for getting around town. Witch Sims take a broom like a taxi when traveling solo. However, any Sim can ride a magic broom. Once a broom is purchased from Buy Mode and placed in the Sim’s inventory, it can be designated as the primary transport by just left-clicking on the object.

On average, they are as fast as other modes of transportation, save for the Lifetime Reward, Magic Vacuum. This speedy appliance gets a witch from point A to point B with real speed and style.

Magic Vacuum!

Magic Brooms provide a lot of fun for witches, especially when used at the Zoomsweeper Broom Arena. Though we detail this arena in the New Object Catalog chapter, let’s have a peek at it here. You can purchase one for your lot via Buy Mode, but there is a free-to-use Zoomsweeper in Moonlight Falls next to the elixir shop. Use the Joy Ride interaction to just zip around the arena and have some fun. Stunt Ride is a little more complicated, as you perform tricks that wow potential crowds. You can even Stunt Ride for Tips and earn a little extra coin.

Broom riding is a “hidden” skill that improves as you practice it. For more about hidden skills, see the “New Skills” section of the New Simology chapter.

New Socials & Interactions

Witches may deploy all default socials, but they also have access to a few new socials that are exclusive to them:

  • Brag about Broom Riding: This friendly social is accepted by almost any target, as it is relatively harmless. However, Sims with Supernatural Skeptic trait will often put up their hands... unless the witch speaking has high Charisma.
  • Enthuse about Magic: Witches only use this social with non-witch Sims. Like Brag About Broom Riding, most Sims accept it as a friendly social. Look out for Supernatural Skeptics that want nothing to do with your occult enthusiasm, though!
  • Enthuse About Brooms: Supernatural Fans use this social on witches to build LTR.
  • Complain about Fairies: Apparently witches are not big on fairies... this social lands well with Can’t Stand Art, Grumpy, Mean, Neurotic, No Sense of Humor, Schmoozer, or Snob Sims. It satisfies Social need as well as builds LTR, unless it’s rejected.

Conjure Apple

Witches can conjure apples from thin air via their magic. When you perform this self-interaction, your Sim rubs their hands together and then reveals an apple. This apple goes straight into inventory, where it can be eaten to satisfy Hunger. Most conjured apples are average quality, but a higher Spellcasting skill can result in a higher quality apple. There is a chance that the spell will fail and the witch will craft either a terrible-tasting apple... or worse, a poison apple that puts the eater to sleep via the Dark Slumber moodlet. Evil Sims will always have the Conjure Poison Apple self-interaction available, so they can purposefully craft awful apples that put enemies (and even friends) to sleep.

Spellcasting and Magic Wands

Spellcasting is totally separate from Alchemy, even though witches get a natural boost with the Alchemy skill. With their magic wands—and there are several to choose from, from the default wand found in a new witch’s inventory to the wealth of options in Buy Mode—they can cast magical spells and compete in duels.

Using magic, though, draws upon the Magic meter spotted just below your Sim’s portrait on the menu. When you cast a spell or use magic for things like repairs, magic is drawn from this bar. When the bar is empty, the witch can no longer cast spells. The quality of your wand directly affects the amount of magic a spell uses.

Wand Cost Spell Accuracy Magic Cost Efficiency Glow Color
Classic §360 Lowest Lowest Yellow
Argent §540 Low Low Cyan
Azure §540 Low Low Blue
Crimson §540 Low Low Red
Ivory §720 High Medium White
Verdant §720 Medium High Green
Crystal §900 Medium Highest Magenta
Elegant §900 Highest Medium Orange
Iridescent §1,080 High High Rainbow

Magic wands double as both a physical object and a hidden skill. The more a Sim wields a wand, the more they develop the hidden Spellcasting skill. Use the basic Play with Magic self-interaction in the beginning to just have fun. During the practice session, the witch waves the wand around in a display of sparks and light. Glyphs, pyrotechnics, sparkles, and more appear in the air. However, over time you’ll want to develop the use of the wand by using spells that in turn raise the hidden skill.

That hidden skill level is directly tied into the success rate of a spell with this simple formula: 80 + (Spellcasting Skill Level x 2) - (Spell Level x 2). So, for example, if a witch with level 7 of the Spellcasting skill casts the Love Charm (unlocked at level 4), the likelihood of success is:

  • 80 + 14 (level 7 of skill x 2) - 8 (spell level x 2) = 86% chance of success

Here are the unlocks for the hidden Spellcasting skill, including all of the spells, charms, and curses that can be yours for investing the time and effort into the skill:

Level Spells Unlocked
0 Practice Spellcasting, Choose Favorite Wand
1 Good Luck Charm, Conversion Ritual
2 Fire Blast, Ice Blast
3 Spellcasting Duel, Upgrade objects
4 Love Charm, Toadification Curse
5 Haunting Curse
6 Need Charms
7 Need Curses
8 Sunlight Charm, Pestilence Curse
9 Restoration Ritual
10 Reanimation Ritual

Good Luck Charm

  • Level: 1
  • Magic type: White
  • Limitation: Sims with Evil, Mean, Grumpy, Loner, and Unlucky traits never do this autonomously.

The target of this spell gets the Feeling Lucky moodlet. However, should the spell fail, the witch (not the target) is hit with the Feeling Unlucky moodlet.

Conversion Ritual

  • Level: 1
  • Magic type: White

Have too many unneeded collectibles in your inventory? Take a chance with this ritual spell and attempt to transform the item into a more valuable collectible. Though it depletes Energy and Social, the chance of getting a random collectible (with a slight favor to new collectibles from Supernatural ) is worth it! Of course, there’s always a risk the spell will fail and the collectible will be destroyed...

Fire Blast

  • Level: 2
  • Magic type: Elemental
  • Limitation: Sims with Good, Friendly, Frugal, and Neat traits never do this autonomously. Cannot target a Sim who already has Singed or On Fire moodlets.

This spell spits fire at the target. Most of the time, this results in the target being Singed. However, there is a small chance the target will get the far more beneficial On Fire moodlet. Alternately, if the spell fails, the witch is burnt and hit with Singed instead. Either way, casting decays Social and Energy.

Ice Blast

  • Level: 2
  • Magic type: Elemental
  • Limitation: Sims with Good, Friendly, Coward, Hot-Headed, Hydrophobic, and Pyromaniac traits never do this autonomously. Cannot target a Sim who already has Frozen Solid or So Cold moodlets.

With a flourish of ice and snow, the witch casts an Ice Blast and hits the target with the Frozen Solid moodlet. (The So Cold moodlet is also possible.) If the witch targets a fire, it is extinguished. Targeting an appliance like a sink or toilet results in breakage. This spell decays Hunger and Bladder.

Love Charm

  • Level: 4
  • Magic type: White
  • Limitation: Sims with Evil, Mean, Grumpy, Hot-Headed, and Unflirty traits never do this autonomously

When this spell is successfully cast, the target gets the Imminent Romance moodlet. This moodlet means that the next Sim the target speaks to will become a Romantic Interest. They get a lot of LTR, a hit of Romantic STC, and enjoy a great kiss! This moodlet lasts for 24 hours. However, if this spell fails, the target will get the Imminent Nemesis moodlet. This will push the LTR really low, give the Steamed STC, and start a fight!

Toadification Curse

  • Level: 4
  • Magic type: Black
  • Limitation: Sims with Good, Friendly, Coward, and Schmoozer traits never do this autonomously.

This spell turns the target into a... ToadSim! Check it out! This results in the Toadification moodlet. (The caster loses Bladder and Energy, too.) However, there is a good chance the spell might backfire and turn the witch into a ToadSim rather than the helpless target.

Haunting Curse

  • Level: 5
  • Magic type: Black

Want to saddle a Sim with a ghost that follows them around? Cast the Haunting Curse and, after an explosion of sparks and mist, a ghost materializes from the ether to follow the target. However, this is a very risky spell. If it fails, the witch is killed on the spot and replaced by a Haunted Gnome. So, be careful (and save!) before unleashing this powerful spell.

This spell decays the Hunger and Energy of the caster.

Need Charms

  • Level: 6
  • Magic type: White

Use these simple charms on yourself or another Sim and reverse the decay of Hunger, Bladder, and Hygiene.

Need Curses

  • Level: 7
  • Magic type: Black

This is the exact opposite of the Need Charms. This spell tanks the specified need, which can really put the target Sim in a tight spot. Of course, the spell can always backfire...

Sunlight Charm

  • Level: 8
  • Magic type: White
  • Limitation: Sims with Evil, Mean, Grumpy, Hot-Headed, and Unflirty traits never do this autonomously.

This spell energizes the target by gifting them with the Bathed in Sunlight moodlet. As you can imagine, this isn’t beneficial for vampires. Plus, it triggers transformation back into human form when used on a werewolf. This spell also removes most negative moodlets from the target.

If the spell fails, the witch is dinged with the Dazed moodlet.

Pestilence Curse

  • Level: 8
  • Magic type: Black
  • Limitation: Sims with Good, Friendly, Proper, Neat, and Coward traits never do this autonomously. Cannot be used on a Sim already dealing with the Sick and Tired or Pestilence Plague moodlet.

This nasty bit of spellcasting unloads the Sick and Tired/Pestilence Plague moodlets on the target. The witch casting the spell loses Hunger and Energy, but gains Fun. Should the curse fail, the witch gets those sickly moodlets.

Restoration Ritual

  • Level: 9
  • Magic type: White

This fix-it spell has many uses. It can clear out trash, wash dirty objects, put food away, repair broken objects, and remove booby traps. This decays Social, Fun, and Energy—but it does replenish Hygiene. The risk here, though, is that if the spell fails, all nearby objects either break or turn dirty, food spoils, and trash appears everywhere on the lot.

Reanimation Ritual

  • Level: 10
  • Magic type: Black

This spell is cast only on gravestones and urns. After waving the wand and releasing a shower of sparks, the deceased Sim claws its way out of the ground... as a zombie! And not just any zombie, but a Perma-Zombified Sim. Such magics are so powerful that the caster is severely dinged for Hunger, Energy, and Social. But the ability to unleash a zombie into the city may be worth the cost—and the risk of accidentally turning the spell on themselves. If this spell fails, the witch is then Zombified!

MAGIC UPGRADES

Witches can upgrade objects just as if they had the Handiness skill or the Inventing skill (from Ambitions). Upgrading objects (like adding channels to a TV) costs magic, but the benefit of upgrades far outweighs the expenditure, don’t you think? Imagine a magical stove that never catches on fire! Witches can repair or upgrade objects just as if they had the Handiness skill or the Inventing skill (from Ambitions). Fixing up broken objects or upgrading objects (like adding channels to a TV) costs magic, but the benefit of easy repairs and upgrades far outweighs the expenditure, don’t you think? Imagine a magical stove that never catches on fire!

Spellcasting Duels!

Another great method of developing the hidden Spellcasting skill and learning new magics is to engage other witches in Spellcasting Duels. This social interaction with another witch, if accepted, lines up both actors. Wands are drawn. Magical sparks fly. And after a few moments, a winner is determined.

Duels serves multiple purposes. First and foremost, duels are just fun and challenging another witch to a duel is a good way to satisfy a tanking Fun need. Duels also address the Social need and develop LTR with the duel partner. However, the challenge to a duel can be rejected by a witch, which decreases LTR. Watch out for challenging Sims with the Couch Potato, Coward, Loner, Loser, or Snob traits. They are more likely to reject the duel challenge as well as never initiate a challenge of their own.

You do not actually pick the spells to cast in a duel. The spells are awesome displays of light and magic. However, you can certainly affect your chances of winning the duel going into the contest. The biggest booster is mood. The higher your mood, the greater your chance of victory. Your hidden Spellcasting skill is also at play here.

Opponents trade magical blasts of ice and sparks. Depending on your performance chances, you will see you witch block spells or reel from direct hits. And you will launch counter-offensives, hurling bolts in hopes that your opponent’s formula is weaker than yours. After several rounds, a winner is determined. The witch that “won” the most rounds—blocked more, landed more magic strikes—is declared the victor and gets the Won a Spellcasting Duel moodlet, which is a towering mood booster. Conversely, the loser is saddled with the Lost a Spellcasting Duel negative moodlet. Some duels end in a tie. If this occurs, both witches get the Spelldrawn moodlet, which is slightly positive.

MAGIC HANDS

Witches have the unique Magic Hands Lifetime Reward, which means they no longer require a wand to use magic. They can engage in duels or cast curses with just their wriggling fingers. Magic Hands operates with the same potency as the best magic wand money can buy!

Witch Families

When two witches have a baby, the baby is always going to grow up to be a witch. If a witch mates with a non-witch, the odds of a magical baby drop to 50/50.

Not sure if your baby is a would-be witch? There are telling behaviors! Toddler witches can accidentally make their toys disappear in a puff of smoke while playing. (Thankfully, the toy reappears after a few moments.) When the Sim ages into child, watch them play with the toy boxes. Every once in a while, they will reach into the box and pull out a weird, wonderful new toy.

By the time the witch is a teen, their magic is fully blossoming. In addition to being able to perform some magical interactions (like Conjure Apple), they also sometimes magically complete their homework. Bonus! More time for socializing!

ZOMBIES! (AND MORE!)

Though there are several selectable supernatural types in Create a Sim, you have undoubtedly discovered that there are additional otherworldly or just plain weird transformations taking place in Supernatural . Three supernaturals are not selectable in Create a Sim, but through magic you can manifest them in your town: zombies, ToadSims, and Tragic Clowns.

Zombies: During a full moon phases, there is a chance that, every few hours, a zombie Sim will pop out of the ground and start shambling around town. But that’s not the only way for these brain-hungry slowpokes to appear in your game. You can also create zombies by using the zombie elixir (see Alchemy skill) or via a zombie bite.

While a Sim is a zombie, they have the Zombification moodlet. Their skin turns an ashen green. Their eyes widen. Arms are automatically outstretched. Really, they go the full Thriller. Zombies have few social options save for all of the Aaaaarrrgggghhh socials off the Sim’s menu. There’s also at least one Braaaiiins social, which in turn makes the zombie attempt to nosh on the target Sim. When the Braaaiiins social lands, the target is also temporarily turned into a zombie. This is detrimental to LTR, of course, but it sure is fun! If the target manages to reject the social, they get the Terrified moodlet. A failed Braaaiiins social has the Awkward STC, as you can imagine.

Alternately, zombies can also choose to focus their hunger for harvestables with the Graaaiiiins interaction. Plants dug out by zombies often die following the interaction. Because this isn’t a cerebral snack, there’s also a small chance the zombie will get the Nauseous moodlet.

Toadified!: When, via a spell, a human (non-pregnant) Sim is transformed into a ToadSim, they get the moodlet Toadified! Now, temporarily, they are turned into a hybrid toad creature with a massive toad head. During this time, they can still change clothes, but cannot change any of their facial features or hair. They can, however, engage in a number of toad-exclusive interactions that are as fun as they are funny.

ToadSims can Catch Flies on trash cans, garbage, spoiled food, and the beekeeping box. The ToadSim monitors the flies around the object and then, in a flash, lashes out with its tongue to gobble up a bug. This satisfies the Hunger and Fun needs, although nearby Sims may get the Grossed Out moodlet.

ToadSims can also have a little fun with the whole “frog prince” narrative. ToadSims can Ask for a Kiss. And non-ToadSims can use Kiss the Toad. If the kiss is successfully landed, it turns the ToadSim back into a human Sim. The catch, though, is that two ToadSims cannot undo their curses by kissing each other. That’s cheating!

Tragic Clown: When Sims drink (or are slipped) the Origin of the Tragic Clown elixir, they transform into a Tragic Clown. This temporarily turns the Sim into a rather strange-looking clown with exaggerated face paint and hair. It’s rather freaky and, in fact, other Sims in the presence of the Tragic Clown are dinged with the It’s Just So Tragic moodlet. During the cursed period, the Tragic Clown Sim is likely to use the Tell Joke social/interaction more often. During the duration of the curse, the Tragic Clown also suffers from a tanked mood (-40) that requires a lot of offsetting if there’s any hope of generating any Lifetime Happiness points.